The game gives you so many Fighter, Cleric, and Rogue NPC's that I'm not inclined to run one of them as a Toon, instead filling the Mage/Monk/Ranger void, which an Alchemist Grenadier does very well in the early levels. He's effectively a Mage with 14 Fireballs per day, if I take the Extra Bombs Feat. Too bad, too, because I usually go with a Paladin as my first toon in D&D games, and I find the Inquisitor class to be very intriguing. I'll probably go with a Monk as my second main, nothing like a speedy melee class to open up the game's tactics.
Alchemists look very effective, but with Jubilast you get one for free.
Sorc1/Monk4/Dragon Disciple(as far as it goes, rest monk) might be interesting build.
Maybe as a merc if i restart my wizard playthrough (probably will, my feats are a mess as it is so might as well )
Get Enlarge person from sorc for a self buff, maybe shield, and then go punch trolls to death with your bare hands.
Probably not very optimal.
edit-
Inquisitor does look interesting. All those special abilities.
But i tend not to use them, i'm probably really under utilizing Jaethal.
Really need to give them a closer look.
The thing about Inquisitors is that they're set up to make easy use of the Teamwork feats, which are otherwise kinda clunky ...
So, basically, they can increase their own flanking bonuses to +4 to hit instead of +2, get extra AC from their shields, get free defensive casting bonuses, etc.
Yeah, i knew the advisors were limited, i just was not fully aware of who they were for specific positions.
As it is, i have 3 choices.
Forge on without one of advisors.
Metagame and do the exact opposite that i think my character would do.
Start over.
Ok, 4 choices, delete my saves, uninstal the game and wait a few months for them to fix the damn thing.
Possibly even add more prospective advisors, like, just some generic advisors with generic advice who can go and tell the peasants to not piss in the well or whatever their problem is this month.
So you summarily executed someone for petty reasons ...
... and it turns out they were important ...
... so now your actions are having unforeseen negative repercussions on your barony?
How is this not “choices in RPGs have consequences” working as intended?
I don't think the problem is that he doesn't have access to the people he executed, but that there are no other advisor alternatives. In PnP maybe some like minded individuals would've looked to fill that role. I do think there should be a "generic advisor" NPC that's always available. Maybe with a +0 bonus, but not locking you out of missions requiring that type of advisor.
"I disagree with this" does not equate to "poor design," however. I mean, at various points, the game straight up tells you, "Hey - there are three options for each position; you need to work with your advisors or they'll leave."
Now, would having a Biff the Understudy option for each advisor break the game? Probably not, but part of what they wanted to go with here was that your choice of advisor is a Big Thing. And it appears that there is a way for Nyyj to keep one of his advisors; he just thinks that it would be out-of-character for his PC to do what's necessary: "But fuck that." So, all I'm seeing is a gameplay decision someone isn't willing to make, but they don't like the effects of that decision. Like, they know what they need to do to keep their barony functioning well, but they're unwilling to bend their character's principles to do it. Zealots seldom make good rulers, I guess.
To be fair, I'm not there in the game yet; maybe there is no way to do what's necessary without your character appearing neurotic or, like, forgiving baby eating or whatever.
My inquisitor felt like a poor mans everything. The teamwork buffs didn't seem too great in practice. Caveat: I am bad at this game.
I mean extra +2 to attack, +2 to AC, +1d6 damage, free AoO on ally crit, extra saves. Inquisitor gets all that for free (On top of a lot of skill points and amazing saving throw progression)
Get an animal companion and you proc them yourself with no teammates needed.
If you're a Monster Tactician all of your summons get those.
"not working with your advisors" is not the same as "this npc who tries to kill you is a must recruit if you want a councilor".
You can exile her, you can imprison her, you can execute her or you can let her just leave.
This is after she was suspected of being the cause of the current realm problem (she was not).
After we had to conduct an investigation to find out which person in the place she was hiding was the head cultist of Lamashtu.
After she tries to resist arrest by killing me (she had already killed some of my guards, but that's fine, they were idiots who refused to let my tank go in first).
And after game had given some pretty bad implications of her and her religion.
I didn't loose a councilor because i had problems with them, i almost always went with their advice (i think i countermanded Linzi once, over if we should let any asshole from Pitax waltz in and hunt in our forests (my opinion was that we should not)).
Game just made me loose 2 out of 3 people capable of handling one position.
Long after i had lost the 3rd (who i had no idea, or no way to know at the time, could be recruited).
Like, for instance, there's a pretty decent teamwork feat - Outflank - that gives you +4 to-hit instead of +2 while flanking. Now, flanking in PF:KM is a bit easier than on tabletop, since you don't have to deal as much with positioning, so this comes up more often than it would on tabletop. But that's essentially +2 attack most of the time for a feat, which is a pretty good deal - a feat is generally worth +1 to hit with a particular weapon.
So let's say you pick up this feat on two of your favorite characters, so that they can benefit from it.
Now, any time one of those characters isn't in the party, it's essentially a wasted feat for the other one - unless you start spreading that feat around a lot more. In which case, you're spending a lot of feat choices across a lot of characters to get that bonus reliably.
Inquisitor sidesteps all that and just lets you always benefit from any teamwork feat you pick up, which makes them much more powerful self-buffs.
Inability to foresee unintended consequences is why most people tend not to act Chaotic Evil in real life...
Because treating someone poorly who might actually be really useful to you later is generally a really bad idea. Unintended consequences happen, I don't think I'm going to knock an RPG for being like an RPG in this instance.
There is an argument to be made to have more advisors available, but I don't disagree with losing advisors unintentionally on its face.
Inability to foresee unintended consequences is why most people tend not to act Chaotic Evil in real life...
Because treating someone poorly who might actually be really useful to you later is generally a really bad idea. Unintended consequences happen, I don't think I'm going to knock an RPG for being like an RPG in this instance.
There is an argument to be made to have more advisors available, but I don't disagree with losing advisors unintentionally on its face.
I believe in this case the Chaotic Evilness fall on the other shoe.
Inability to foresee unintended consequences is why most people tend not to act Chaotic Evil in real life...
Because treating someone poorly who might actually be really useful to you later is generally a really bad idea. Unintended consequences happen, I don't think I'm going to knock an RPG for being like an RPG in this instance.
There is an argument to be made to have more advisors available, but I don't disagree with losing advisors unintentionally on its face.
Here's the thing, getting rid of her was a lawfull (not sure if it was neutral or evil, i think neutral but i might be wrong) action, not chaotic.
For councilor, you can have neutral good Tristian (who suddenly betrays you), True Neutral Shandra Mervey who will leave you almost immediately after Tristian betrays you.
Or Tsanna, who is chaotic evil priestess of Lamashtu who tries to kill you before you ever learn that she could in anyway be significant.
Now, i don't really mind the idea that everything you do has consequences, except most of the things you do don't, the ones that do are arbitrary, you have no way to know the difference beforehand, and your options to deal wit those consequences are limited to an unrealistic degree.
Advisors are necessary, if your realm fails, it is game over, and missing even one can easily lead to that (you can already be shorthanded to deal with problems even with a full roster).
edit-
Yep, went to check and older save.
Lawfull good: banishment of the priestess
Lawfull neutral: execution of the priestess (my pick, mostly because she had tried to kill me).
Lawfull evil: execution of the priestess and her cultists
Chaotic good: let everyone go.
So, to get a chaotic evil advisor, i must pick a chaotic good conversation option?
And if i am anykind of lawfull, i don't get any advisors for one specific position unless i am willing to forgive a betrayal (which to me sounds more like a chaotic good thing, possibly chaotic neutral).
I think your complaints are more to do with how unforgiving the game is than the game being an RPG. I totally agree on that front, it feels like the developers were being particularly nasty with some of these design decisions.
Ummm, what?
I have never complained about the game being an rpg, i mean, i bought it because it was an rpg.
Mostly i like the game, but they have made some poor design choices in places, and this is one of them.
If you want someone in this particular advisor position, you must act in chaotic manner.
Acting lawfull in couple specific cases means you get no advisor, and no advisor can mean game over.
Also I’m looking at the list of recruitable advisors and half of them are ridiculous assholes that I wouldn’t recruit in a thousand years. And if I did put any of them in a position of authority my subjects would be perfectly justified in overthrowing my ass.
+1
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Also I’m looking at the list of recruitable advisors and half of them are ridiculous assholes that I wouldn’t recruit in a thousand years. And if I did put any of them in a position of authority my subjects would be perfectly justified in overthrowing my ass.
So just like real life politics.
+7
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
Also I’m looking at the list of recruitable advisors and half of them are ridiculous assholes that I wouldn’t recruit in a thousand years. And if I did put any of them in a position of authority my subjects would be perfectly justified in overthrowing my ass.
So just like real life politics.
Heh, very good. Read about Winston Churchill's War Cabinet in 1940 for a good historical example of how this happens.
Spend time positioning and buffing everyone around a slightly difficult encounter.
Hit the attack button, prepare to fight.
Amiri crits 3 times in a row, on three of the four enemies, one shotting each in turn.
Naturally.
This was my with the bear treant in Chapter 1. First time get wiped, second time, be careful with buffs and spell choices, and Amiri crits for 40 on her first swing, and her secong swing kills it.
My inquisitor felt like a poor mans everything. The teamwork buffs didn't seem too great in practice. Caveat: I am bad at this game.
Get a reach weapon and attack from behind your tank.
Or pick a god with the animal domain, or go with the Sacred Huntsman or Monster Tactician class, and attack from behind your animal companion/summons. In fact, you can be a Monster Tactician with the animal domain and get summons and an animal companion.
My inquisitor felt like a poor mans everything. The teamwork buffs didn't seem too great in practice. Caveat: I am bad at this game.
Get a reach weapon and attack from behind your tank.
Or pick a god with the animal domain, or go with the Sacred Huntsman or Monster Tactician class, and attack from behind your animal companion/summons. In fact, you can be a Monster Tactician with the animal domain and get summons and an animal companion.
Let me just reroll my inquis... aww shit. I don't feel too crestfallen about abandoning my inquisitor because now I'm just using the character spoiler
goblin rogue
psn: PhasenWeeple
+1
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
Another hotfix just landed. Let's see if Lander actually appears in my Throne Room now.
Early kingdom events question. Not terribly spoilery:
Can you pillage the Temple of the Elk after you have restored it? I thought the pillage option would go away, but having just restored the temple it's still there beckoning me to come get its 150 BP. Will it undo the good (?) work we did restoring the place initially?
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
I wouldn't worry too much about that. If you make reasonable decisions, then the point system pretty much works itself out. The town-building is trickier, but it is also pretty forgiving to replace buildings and doesn't seem to hit you too hard on the gameplay front.
The main thing is that you should prioritize the main quests - which are the ones that throw up a bunch of "Do Something!" event cards. You can and should spend some time doing other things to build your levels and advance the side plots (as well as finding new hooks to the main story), but the main way to screw up is to ignore the Big Events too long.
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
More stats = more good.
My best advice is that missions that have your character portrait on them lock you out from doing anything once you start them, and time just passes. Try to avoid such events if they would make the month change, since you might get a problem late in the month that you now can't do anything about since you're locked out from acting, and auto fail giving you some possibly harsh penalties.
Similar advice about projects. Don't lock out your advisers in a project early in the month since a problem/opportunity needing that adviser might pop up late in the month and you will just auto fail it. Also while on the world map try to stay in a controlled region near the end of the month so you can see any new events pop up (on the bottom right). If you're in a region you don't control you won't find out until you get back, again possible causing you some auto fails.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Incidentally, is there a way to view a calendar in game?
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
I still have no idea what any of that kingdom stuff does. I need to upgrade something but I cant upgrade it. I also did not have a treasurer for the last 30 hours.
I heard that levelling councilors/stats ranks in uneven fashion can be detrimental to your realms stability.
Not sure if relevant, but it sounds as likely as any other explanation i have found for why mine was constantly in worried with nothing going wrong and problems being constantly solved (main quests didn't even have time to start any events).
Buildings give on stat shown in the build screen.
And secondary stats depending on other buildings in the village/town/city.
Longhouse gives bonusses to some buildings as long as they are next to it (not sure if it works diagonally, probably not), brewery gives bonusses to tavern and windmill as long as they exist in same village, and so on.
The bonusses are pretty minuscule, after first couple villages you probably are getting enough bonusses from events that you can almost ignore villages, or so i've heard, haven't tested it myself (and won't, i like building villages).
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
I still have no idea what any of that kingdom stuff does. I need to upgrade something but I cant upgrade it. I also did not have a treasurer for the last 30 hours.
you can upgrade buildings once you upgrade the settlement, you can upgrade settlements based on how many other settlements if same size you have (villages, towns, cities), and you can get one settlement per region.
I think you can take over regions based on events within those regions, but don't quote me on that.
This is the structure for adventuring I've been using:
1. First of the month: be in capital to check for new Problems (these should take highest precedence over Opportunities and Projects). Assign advisors as needed.
2. Go adventure for ~10 days.
3. Come back, check for new Events. If available, get new land/upgrade one of your town skills/whatever else that takes 14 days for you to resolve.
4. Check for new events, assign advisors as needed.
5. Finish out the month adventuring. Get back by the last day of the month just in case you need to resolve a last-minute Problem.
Seems like events crop up in the first few days of each month and a little past halfway through each month. Obviously if there's pressing main quest stuff you can forego the 14 day vacation midmonth in lieu of extra questing.
0
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
I also did not have a treasurer for the last 30 hours.
Did you add the Gnome Alchemist to your party ? I think he can be added as Treasury advisor.
I also did not have a treasurer for the last 30 hours.
Did you add the Gnome Alchemist to your party ? I think he can be added as Treasury advisor.
I forgot about him for those 30+ hours and have him now but it was kinda frustrating to see that empty spot for so long. I didnt want to do internet sleuthing but it is hard to follow up on quests that I don't complete in a matter of hours. This is very much a game I am enjoying in spite of some of the problems.
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
I feel this way a lot. There's just a constant low level dread that I'm playing XCOM and I'm not rushing satellites but I won't know I've lost until two years from now.
Early kingdom events question. Not terribly spoilery:
Can you pillage the Temple of the Elk after you have restored it? I thought the pillage option would go away, but having just restored the temple it's still there beckoning me to come get its 150 BP. Will it undo the good (?) work we did restoring the place initially?
Bumping this. Anyone know? Would love to get those sweet BP.
Man, I am so confused what I'm supposed to be doing with this kingdom management stuff. 10 stats, buildings increase the stats, the stats have ranks, there are advisors for each stat, buildings have bonuses but only if built in specific places...
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
I think all the stats - or, at least, what they represent - are pretty self-explanatory. Let me know if they're not.
You start with several stats at Rank 1. The Ranks are a general measure of how developed something is in your barony. Rank 0 is "Undeveloped," Rank 1 is "Barely Functional Border Barony," and Rank 100 is "Envy of All the World." (They don't actually go that high.) When you've got at least Rank 1 in a stat, it unlocks an Advisor slot for that rank with an appropriate title - e.g., your Divine advisor is your High Priest, your ... Loyalty? ... advisor is your Regent, etc. Your advisors (and their staffs, presumably) take care of things in your barony for you - when you need to go fix a problem with a heretic preaching doom and gloom, you send your High Priest. Sometimes, you have the option to send your, e.g., High Priest or your General, depending on which specific thing they're taking care of.
You get ranks by building up your stats (think of them like "Stat Experience Points," and ranks as "Stat Levels") and then, once you hit a particular threshold, you get a mini-thing to take care of to level up your Stat. Like, once you hit 20 Military, your General will come to you and say, "We need more troops - should we recruit everyone we can get our hands on, or should we only take the best and brightest?" After you take care of it, you'll get a new task to "Support the general" which will take both your general and you to resolve, and about 2 weeks. At the end of it, you get the new stat rank.
What do Stat Ranks do? They have two primary purposes. First, when you send an advisor out to do something, there's often a die roll. This roll is based on the advisor's statistics (which stat matters changes for each advisor position - Wisdom for High Priest, Intelligence for Magister, etc.) and your Stat Rank - +2 for each rank. So, a barony with a Military rank of 1 will get a +2 on their general's rolls, while a barony with a Military rank of 4 will get a +8. Second, at specific ranks, you'll get to make an important decision affecting the future of your barony.
How do you change your stats? By building up your holdings. Each region you claim can start with a single village, which gives you a 3x3 block of building slots, and up to 2 "special" slots (most will have 1 special slot; some, like your capital, will have an additional Waterfront slot). Every building provides some kind of benefit when it is built - building a Monument will add 1 Community ("population") and 1 Loyalty ("loyalty"), building a Watchtower will add +1 Espionage ("sneaky stuff"). However, many buildings will provide a larger benefit when they're built in the same village as another building or next to a particular building. The Shrine, for instance, gives +1 Divine by itself, but if you build it next to a Longhouse (the administrative center of the village), it will also provide +1 Loyalty - people like to be reminded that their gods are watching over the running of the village. A Shop spurs trade - +1 Economy - but does it better when you can catch the evening crowd by building it next to a Tavern - +1 Economy more - or when it's conveniently located for your artisans to sell their goods - a Smithy picks up +1 Economy when next to a Shop.
ED: You can also change your stats by succeeding or triumphing at Opportunities. Failing at a Problem can reduce your stats.
Note that, if you don't like where something has been built, you can tear it down (for free) and rebuild it somewhere else in the same village for half the original cost. So if you change your mind on where to place something, you can fix your towns.
Over time, you'll unlock the ability to increase the sizes of your holdings - villages turn into towns, etc. - which gives you more building slots and allows you to upgrade existing buildings - Shop->Trade Shop->Market, Smithy->Forge->Foundry, etc.
I did 2 week project (upgrade advisor, annex territory), quest/explore for 10 or so days, come back, start solving problems, wait couple days until next month (start opportunities if spare advisors with decent change of success.
I'm going to restart, did the tutorial, redid my build a bit (took deceptive feat instead of convincing), actualy making my necromancer even less effective, but will pick different feats that will, by level 11, make me more effective.
So, necromancer elf
Int 20, cha 16, con 6.
level 01: Spell focus (necromancy), Deceptive, viper familiar
level 03: Persuasive
level 05: spell focus (conjuration), augment summoning
level 07: superrior summoning
level 09: skill focus (persuasion)
level 10: greater spell focus (necromancy)
By level 10, i will have +14 persuasion from feats, +3 from familiar, +3 from charisma, 10 skill ranks.
For a combined +30 to persuasion rolls.
I will not be the mightiest of spellcasters, but if there is an option to talk my way out of it, i will.
Beyond that, not sure, get the spell penetration feats to get past spell resistance, improved initiative, combat casting...
Posts
Sorc1/Monk4/Dragon Disciple(as far as it goes, rest monk) might be interesting build.
Maybe as a merc if i restart my wizard playthrough (probably will, my feats are a mess as it is so might as well )
Get Enlarge person from sorc for a self buff, maybe shield, and then go punch trolls to death with your bare hands.
Probably not very optimal.
edit-
Inquisitor does look interesting. All those special abilities.
But i tend not to use them, i'm probably really under utilizing Jaethal.
Really need to give them a closer look.
So, basically, they can increase their own flanking bonuses to +4 to hit instead of +2, get extra AC from their shields, get free defensive casting bonuses, etc.
"I disagree with this" does not equate to "poor design," however. I mean, at various points, the game straight up tells you, "Hey - there are three options for each position; you need to work with your advisors or they'll leave."
Now, would having a Biff the Understudy option for each advisor break the game? Probably not, but part of what they wanted to go with here was that your choice of advisor is a Big Thing. And it appears that there is a way for Nyyj to keep one of his advisors; he just thinks that it would be out-of-character for his PC to do what's necessary: "But fuck that." So, all I'm seeing is a gameplay decision someone isn't willing to make, but they don't like the effects of that decision. Like, they know what they need to do to keep their barony functioning well, but they're unwilling to bend their character's principles to do it. Zealots seldom make good rulers, I guess.
To be fair, I'm not there in the game yet; maybe there is no way to do what's necessary without your character appearing neurotic or, like, forgiving baby eating or whatever.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Caveat: I am bad at this game.
I mean extra +2 to attack, +2 to AC, +1d6 damage, free AoO on ally crit, extra saves. Inquisitor gets all that for free (On top of a lot of skill points and amazing saving throw progression)
Get an animal companion and you proc them yourself with no teammates needed.
If you're a Monster Tactician all of your summons get those.
Oh and I guess you get divine spellcasting too
This is after she was suspected of being the cause of the current realm problem (she was not).
After we had to conduct an investigation to find out which person in the place she was hiding was the head cultist of Lamashtu.
After she tries to resist arrest by killing me (she had already killed some of my guards, but that's fine, they were idiots who refused to let my tank go in first).
And after game had given some pretty bad implications of her and her religion.
Game just made me loose 2 out of 3 people capable of handling one position.
Long after i had lost the 3rd (who i had no idea, or no way to know at the time, could be recruited).
Like, for instance, there's a pretty decent teamwork feat - Outflank - that gives you +4 to-hit instead of +2 while flanking. Now, flanking in PF:KM is a bit easier than on tabletop, since you don't have to deal as much with positioning, so this comes up more often than it would on tabletop. But that's essentially +2 attack most of the time for a feat, which is a pretty good deal - a feat is generally worth +1 to hit with a particular weapon.
So let's say you pick up this feat on two of your favorite characters, so that they can benefit from it.
Now, any time one of those characters isn't in the party, it's essentially a wasted feat for the other one - unless you start spreading that feat around a lot more. In which case, you're spending a lot of feat choices across a lot of characters to get that bonus reliably.
Inquisitor sidesteps all that and just lets you always benefit from any teamwork feat you pick up, which makes them much more powerful self-buffs.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Because treating someone poorly who might actually be really useful to you later is generally a really bad idea. Unintended consequences happen, I don't think I'm going to knock an RPG for being like an RPG in this instance.
There is an argument to be made to have more advisors available, but I don't disagree with losing advisors unintentionally on its face.
I believe in this case the Chaotic Evilness fall on the other shoe.
Or Tsanna, who is chaotic evil priestess of Lamashtu who tries to kill you before you ever learn that she could in anyway be significant.
Advisors are necessary, if your realm fails, it is game over, and missing even one can easily lead to that (you can already be shorthanded to deal with problems even with a full roster).
edit-
Yep, went to check and older save.
Lawfull good: banishment of the priestess
Lawfull neutral: execution of the priestess (my pick, mostly because she had tried to kill me).
Lawfull evil: execution of the priestess and her cultists
Chaotic good: let everyone go.
So, to get a chaotic evil advisor, i must pick a chaotic good conversation option?
And if i am anykind of lawfull, i don't get any advisors for one specific position unless i am willing to forgive a betrayal (which to me sounds more like a chaotic good thing, possibly chaotic neutral).
I have never complained about the game being an rpg, i mean, i bought it because it was an rpg.
Mostly i like the game, but they have made some poor design choices in places, and this is one of them.
If you want someone in this particular advisor position, you must act in chaotic manner.
Acting lawfull in couple specific cases means you get no advisor, and no advisor can mean game over.
So just like real life politics.
Heh, very good. Read about Winston Churchill's War Cabinet in 1940 for a good historical example of how this happens.
Hit the attack button, prepare to fight.
Amiri crits 3 times in a row, on three of the four enemies, one shotting each in turn.
Naturally.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
This was my with the bear treant in Chapter 1. First time get wiped, second time, be careful with buffs and spell choices, and Amiri crits for 40 on her first swing, and her secong swing kills it.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Which fight?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
No worries, though. 21st time's a charm. :razz:
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Focusing down Tuktuk was easy - especially with Ekundayo “The Machine Gun” Lastname.
Then Hulgulka surrenders.
So, yet again, geek the Mage for an easy fight.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Troll King Fight
Or Dispel Magic to stop the Haste of the troll.
Get a reach weapon and attack from behind your tank.
Or pick a god with the animal domain, or go with the Sacred Huntsman or Monster Tactician class, and attack from behind your animal companion/summons. In fact, you can be a Monster Tactician with the animal domain and get summons and an animal companion.
Let me just reroll my inquis... aww shit. I don't feel too crestfallen about abandoning my inquisitor because now I'm just using the
character spoiler
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
And apparently this is all super easy to fuck up, which is leading me to paralysis and not wanting to do anything until I research how all of this is supposed to work. This is a 100 hour RPG, I don't want a game over screen because I messed up my kingdom.
I wouldn't worry too much about that. If you make reasonable decisions, then the point system pretty much works itself out. The town-building is trickier, but it is also pretty forgiving to replace buildings and doesn't seem to hit you too hard on the gameplay front.
The main thing is that you should prioritize the main quests - which are the ones that throw up a bunch of "Do Something!" event cards. You can and should spend some time doing other things to build your levels and advance the side plots (as well as finding new hooks to the main story), but the main way to screw up is to ignore the Big Events too long.
More stats = more good.
My best advice is that missions that have your character portrait on them lock you out from doing anything once you start them, and time just passes. Try to avoid such events if they would make the month change, since you might get a problem late in the month that you now can't do anything about since you're locked out from acting, and auto fail giving you some possibly harsh penalties.
Similar advice about projects. Don't lock out your advisers in a project early in the month since a problem/opportunity needing that adviser might pop up late in the month and you will just auto fail it. Also while on the world map try to stay in a controlled region near the end of the month so you can see any new events pop up (on the bottom right). If you're in a region you don't control you won't find out until you get back, again possible causing you some auto fails.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I gave up trying to find it and googled "pathfinder calendar".
I still have no idea what any of that kingdom stuff does. I need to upgrade something but I cant upgrade it. I also did not have a treasurer for the last 30 hours.
Not sure if relevant, but it sounds as likely as any other explanation i have found for why mine was constantly in worried with nothing going wrong and problems being constantly solved (main quests didn't even have time to start any events).
Buildings give on stat shown in the build screen.
And secondary stats depending on other buildings in the village/town/city.
Longhouse gives bonusses to some buildings as long as they are next to it (not sure if it works diagonally, probably not), brewery gives bonusses to tavern and windmill as long as they exist in same village, and so on.
The bonusses are pretty minuscule, after first couple villages you probably are getting enough bonusses from events that you can almost ignore villages, or so i've heard, haven't tested it myself (and won't, i like building villages).
edit- you can upgrade buildings once you upgrade the settlement, you can upgrade settlements based on how many other settlements if same size you have (villages, towns, cities), and you can get one settlement per region.
I think you can take over regions based on events within those regions, but don't quote me on that.
1. First of the month: be in capital to check for new Problems (these should take highest precedence over Opportunities and Projects). Assign advisors as needed.
2. Go adventure for ~10 days.
3. Come back, check for new Events. If available, get new land/upgrade one of your town skills/whatever else that takes 14 days for you to resolve.
4. Check for new events, assign advisors as needed.
5. Finish out the month adventuring. Get back by the last day of the month just in case you need to resolve a last-minute Problem.
Seems like events crop up in the first few days of each month and a little past halfway through each month. Obviously if there's pressing main quest stuff you can forego the 14 day vacation midmonth in lieu of extra questing.
I forgot about him for those 30+ hours and have him now but it was kinda frustrating to see that empty spot for so long. I didnt want to do internet sleuthing but it is hard to follow up on quests that I don't complete in a matter of hours. This is very much a game I am enjoying in spite of some of the problems.
I feel this way a lot. There's just a constant low level dread that I'm playing XCOM and I'm not rushing satellites but I won't know I've lost until two years from now.
Bumping this. Anyone know? Would love to get those sweet BP.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
I think all the stats - or, at least, what they represent - are pretty self-explanatory. Let me know if they're not.
You start with several stats at Rank 1. The Ranks are a general measure of how developed something is in your barony. Rank 0 is "Undeveloped," Rank 1 is "Barely Functional Border Barony," and Rank 100 is "Envy of All the World." (They don't actually go that high.) When you've got at least Rank 1 in a stat, it unlocks an Advisor slot for that rank with an appropriate title - e.g., your Divine advisor is your High Priest, your ... Loyalty? ... advisor is your Regent, etc. Your advisors (and their staffs, presumably) take care of things in your barony for you - when you need to go fix a problem with a heretic preaching doom and gloom, you send your High Priest. Sometimes, you have the option to send your, e.g., High Priest or your General, depending on which specific thing they're taking care of.
You get ranks by building up your stats (think of them like "Stat Experience Points," and ranks as "Stat Levels") and then, once you hit a particular threshold, you get a mini-thing to take care of to level up your Stat. Like, once you hit 20 Military, your General will come to you and say, "We need more troops - should we recruit everyone we can get our hands on, or should we only take the best and brightest?" After you take care of it, you'll get a new task to "Support the general" which will take both your general and you to resolve, and about 2 weeks. At the end of it, you get the new stat rank.
What do Stat Ranks do? They have two primary purposes. First, when you send an advisor out to do something, there's often a die roll. This roll is based on the advisor's statistics (which stat matters changes for each advisor position - Wisdom for High Priest, Intelligence for Magister, etc.) and your Stat Rank - +2 for each rank. So, a barony with a Military rank of 1 will get a +2 on their general's rolls, while a barony with a Military rank of 4 will get a +8. Second, at specific ranks, you'll get to make an important decision affecting the future of your barony.
How do you change your stats? By building up your holdings. Each region you claim can start with a single village, which gives you a 3x3 block of building slots, and up to 2 "special" slots (most will have 1 special slot; some, like your capital, will have an additional Waterfront slot). Every building provides some kind of benefit when it is built - building a Monument will add 1 Community ("population") and 1 Loyalty ("loyalty"), building a Watchtower will add +1 Espionage ("sneaky stuff"). However, many buildings will provide a larger benefit when they're built in the same village as another building or next to a particular building. The Shrine, for instance, gives +1 Divine by itself, but if you build it next to a Longhouse (the administrative center of the village), it will also provide +1 Loyalty - people like to be reminded that their gods are watching over the running of the village. A Shop spurs trade - +1 Economy - but does it better when you can catch the evening crowd by building it next to a Tavern - +1 Economy more - or when it's conveniently located for your artisans to sell their goods - a Smithy picks up +1 Economy when next to a Shop.
ED: You can also change your stats by succeeding or triumphing at Opportunities. Failing at a Problem can reduce your stats.
Note that, if you don't like where something has been built, you can tear it down (for free) and rebuild it somewhere else in the same village for half the original cost. So if you change your mind on where to place something, you can fix your towns.
Over time, you'll unlock the ability to increase the sizes of your holdings - villages turn into towns, etc. - which gives you more building slots and allows you to upgrade existing buildings - Shop->Trade Shop->Market, Smithy->Forge->Foundry, etc.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I'm going to restart, did the tutorial, redid my build a bit (took deceptive feat instead of convincing), actualy making my necromancer even less effective, but will pick different feats that will, by level 11, make me more effective.
So, necromancer elf
Int 20, cha 16, con 6.
level 01: Spell focus (necromancy), Deceptive, viper familiar
level 03: Persuasive
level 05: spell focus (conjuration), augment summoning
level 07: superrior summoning
level 09: skill focus (persuasion)
level 10: greater spell focus (necromancy)
By level 10, i will have +14 persuasion from feats, +3 from familiar, +3 from charisma, 10 skill ranks.
For a combined +30 to persuasion rolls.
I will not be the mightiest of spellcasters, but if there is an option to talk my way out of it, i will.
Beyond that, not sure, get the spell penetration feats to get past spell resistance, improved initiative, combat casting...