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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Silveras" data-source="post: 1271700" data-attributes="member: 6271"><p>The author, Cavalorn, said that in another thread. I can certainly see that presenting such as a system would take a large chunk of space, possibly more than could be presented in this volume without cutting out other parts (and leading them to feel incomplete, as I faulted Empire for doing). </p><p></p><p>I should qualify this comment by mentioning that Arcane magic gets a good showing in the construction system, but I included that as part of the rating for "D&D/Fantasy content".</p><p></p><p>[Edit: I did not want to be trying to say this half-asleep in the wee hours...]</p><p></p><p>Leaving the powerful, realm-affecting spells to a separate book is not why I feel that Arcane and Divine magic could be better integrated in the government system. Divine fares a little better, but not too much better. </p><p></p><p>Arcane magic does get some use in the construction system, but I factored that into the "A" grade I gave S&D there. </p><p></p><p>It is difficult to give arcane casters a role without tying it to the range and power of their spells. The special ability of the Minister of Magic (being able to extend the range over which the other ministers can communicate) is a good example; it is, off the top of my head, the only special ability with so many constraints on its use. It is also among the only special abilities where the individual minister character's level (and thus, access to spells) is a determining factor in its effects. The abilities of all other ministers are based upon the actions of a staff of underlings. </p><p></p><p>Given that there are 15 ministerial positions with at least one special ability each, and 63 actions in 7 focus areas, it seems a let-down to me that the best role the Minister of Magic could fill was 'messenger service'. Communications are important, but having a staff (like all the other ministers) should allow this ability to operate with less constraints than it is presented as having. </p><p></p><p>The High Priest, on the other hand, can at least hold public ceremonies at which s/he can bestow a sacred (or profane) bonus on various checks to a larger-than-normal number of people. Likewise, s/he can boost the effectiveness of a spell s/he is going to cast by getting part of the populace to pray in support of it. </p><p></p><p>As for Sovereign Magic, it is just hitting the shelves now. I am curious to see it, but the advertising material paints it as dealing ONLY with Arcane magic. That is still an incomplete picture, as there is as much need for large-area Divine spellcasting as there is for Arcane, and a properly defined kingdom will avail itself of both.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1271700, member: 6271"] The author, Cavalorn, said that in another thread. I can certainly see that presenting such as a system would take a large chunk of space, possibly more than could be presented in this volume without cutting out other parts (and leading them to feel incomplete, as I faulted Empire for doing). I should qualify this comment by mentioning that Arcane magic gets a good showing in the construction system, but I included that as part of the rating for "D&D/Fantasy content". [Edit: I did not want to be trying to say this half-asleep in the wee hours...] Leaving the powerful, realm-affecting spells to a separate book is not why I feel that Arcane and Divine magic could be better integrated in the government system. Divine fares a little better, but not too much better. Arcane magic does get some use in the construction system, but I factored that into the "A" grade I gave S&D there. It is difficult to give arcane casters a role without tying it to the range and power of their spells. The special ability of the Minister of Magic (being able to extend the range over which the other ministers can communicate) is a good example; it is, off the top of my head, the only special ability with so many constraints on its use. It is also among the only special abilities where the individual minister character's level (and thus, access to spells) is a determining factor in its effects. The abilities of all other ministers are based upon the actions of a staff of underlings. Given that there are 15 ministerial positions with at least one special ability each, and 63 actions in 7 focus areas, it seems a let-down to me that the best role the Minister of Magic could fill was 'messenger service'. Communications are important, but having a staff (like all the other ministers) should allow this ability to operate with less constraints than it is presented as having. The High Priest, on the other hand, can at least hold public ceremonies at which s/he can bestow a sacred (or profane) bonus on various checks to a larger-than-normal number of people. Likewise, s/he can boost the effectiveness of a spell s/he is going to cast by getting part of the populace to pray in support of it. As for Sovereign Magic, it is just hitting the shelves now. I am curious to see it, but the advertising material paints it as dealing ONLY with Arcane magic. That is still an incomplete picture, as there is as much need for large-area Divine spellcasting as there is for Arcane, and a properly defined kingdom will avail itself of both. [/QUOTE]
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