tag:blogger.com,1999:blog-3871409676946408069.post5873996025554982349..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: Player Building ProspectsAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-3871409676946408069.post-75299407105979811692018-01-17T03:59:12.531-07:002018-01-17T03:59:12.531-07:00Hello Alexis,
Everyone makes mistakes. How we man...Hello Alexis,<br /><br />Everyone makes mistakes. How we manage them and grow from them is important - and from what I've seen, you're doing a mighty fine job of it.<br /><br />Now the text is clear, good. So I have questions / remarks !<br /><br />1) Clarifying how to upgrade hexes when a change of labor exist could be interesting. Without that, I'd go with Food increment => Hex Type increment => Labor & Wealth increment, but maybe that is not the case.<br />2) Regarding the raising of Food & Population :<br />2-A) The methods for the Food (sheeps, ploughing new ground, buying fishing boats) look like providing means of production, that need Population to be used. Is that so ?<br />2-B) If one could raise the Food without a need for more Population (cutting edge agrarian tech, whatever), would that nonetheless raise Population, and what would said Population do then ?<br />2-C) Conversely, if one could raise Population without raising Food (by importing it, for example), what would the impact be ?<br />3) You speak of building a mill, which would bring +1 Labor & +1 Wealth. What are the conditions before building one ? I've seen no new Reference, maybe it's the hex level ?<br /><br />That's enough questions for now. Your last paragraph is a gold mine, and I'm dead curious to see where things will go from there, so I'll refrain to add more and let you write the next post instead :) .<br /><br />Thanks for the Infrastructure & Trade, the gifts that keep on giving.Vlad malkavhttps://www.blogger.com/profile/14287760654547816927noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-26018776641769396202018-01-16T16:22:38.199-07:002018-01-16T16:22:38.199-07:00Okay, Vlad, I've corrected the post. Let me k...Okay, Vlad, I've corrected the post. Let me know how it flies now ... and thank you for seeing the flaw in my reasoning. It helps to have another eye on these things.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-57904938626071881412018-01-16T15:56:09.185-07:002018-01-16T15:56:09.185-07:00Vlad,
You know, my whole week has been going like...Vlad,<br /><br />You know, my whole week has been going like this. I can't seem to get anything right.<br /><br />First of all, for whatever reason, when looking at the data, I was looking at the settlement type-7 and type-6 data, NOT the rural type-7 and type-6. So, total facepalm.<br /><br />I'm going to have to go back to the drawing board a bit. And today has been, well, awful so far. I'll need a moment.<br /><br />Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-5289004118392414972018-01-16T07:32:56.058-07:002018-01-16T07:32:56.058-07:00Hello,
Still a fan of those posts, it's comin...Hello,<br /><br />Still a fan of those posts, it's coming out very nicely.<br /><br />The natural hex production for a type-7 rural arid hex is 1 food & 2 labor, whereas it is 2 food & 2 labor for a type-6.<br />You said "to change a type-7 hex to a type-6 hex? Add food" & " once we do that, the labor comes along for free". Seems logical. But there is no labor change between type-7 and type-6, so do you mean another kind of labor ? Or did you think about other types of hexes ? Although if I remember correctly, it is having a settlement hex that add the labor ...<br /><br />Would you be so kind as to shed some light on this ? Where am I missing something ?Vlad malkavhttps://www.blogger.com/profile/14287760654547816927noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-24025623357672447732018-01-14T09:42:11.470-07:002018-01-14T09:42:11.470-07:00Yes, spells.
There was once a big flame war on th...Yes, spells.<br /><br />There was once a big flame war on the blog about this. As I said then, I think you will find that the area of effect for spells is so tiny compared to a world, that they are largely ineffective for significant terraforming. There is no detect metals spell, but there are wands. The range, however, is a mere 60 feet. The charges would be gone before you could hope to find something. Remembering, too, that such a wand would be calibrated not to recognize trace amounts of metal, else it would be impossible to use the wand without detecting the elements in your party companion's body, not to mention in hundreds of rocks containing the smallest amounts of iron or calcium, which would be everywhere.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-2940474540208696352018-01-14T09:05:22.778-07:002018-01-14T09:05:22.778-07:00We can apply our spells and other resources, as we...We can apply our spells and other resources, as well. How much will a druid's magic improve the harvest? If we can affect the quality of pastures and fields, does that improve the production of sheep and associated byproducts? Clearly, I can't commit my 3rd-level druid for the entire year, but if my main character is 10th-level instead, I can have one or two druid henchmen who spend a significant portion of their time helping farmers and shepherds. What about <i>detect metals and minerals</i>? (Assuming there is such a spell, of course...) It won't eliminate the need for a prospector, but if I pair him with an appropriate spellcaster, it should reduce the amount of time necessary to identify the source of that lone gold nugget.<br /><br />All good stuff.<br />Ozymandiashttps://www.blogger.com/profile/01065642299277380465noreply@blogger.com