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<blockquote data-quote="Ace32" data-source="post: 3557606" data-attributes="member: 391"><p>Hmm... I really like this ruleset. It's simple and elegant enough to do exactly what it aims to. Particularly, I like that the realm's core statistics have been boiled down to be abstract without feeling disconnected. </p><p></p><p>I have only 3 questions/concerns: </p><p></p><p>1) From your example, it seems relatively easy to gather a large amount of increases to statistics without too much trouble. In playtesting, how has this panned out? Are players forced to compete with their neighbors or does everybody just jump up to the top rather quickly? </p><p></p><p>2) Trade? In the example, it was a roleplaying benefit that provided +1 security and economy. Given that, why doesn't everybody agree to trade? Unless you really don't want to give your number a bonus... I guess what I'm getting at is - are there downsides to trading? (For example, are the Dwarves losing 1 security since they are providing many of their weapons to the humans?) I imagine this would be tricky, as trade is meant to be beneficial, so I suppose the DM would limit it through practicality.. ("No! You can't arrange trade between your kingdom and the fiendish kingdom on the far side of the Impassable Mountains, across the Shipwrecking Sea, and on the Unreachable Island.")</p><p></p><p>3) Competition. How do the other realms interact? I know there are rules for holding off an invasion, but what about starting one? Or acquiring more lands? Would this just fall into the general area of in-game roleplaying benefits? One idea for raising armies: perhaps you can 'extract troops' from Security in much the same way you can nick gold from your Economy. That could maintain the abstract nature of the rules at any rate. </p><p></p><p>**Edit, fleshed out some of my comments.</p></blockquote><p></p>
[QUOTE="Ace32, post: 3557606, member: 391"] Hmm... I really like this ruleset. It's simple and elegant enough to do exactly what it aims to. Particularly, I like that the realm's core statistics have been boiled down to be abstract without feeling disconnected. I have only 3 questions/concerns: 1) From your example, it seems relatively easy to gather a large amount of increases to statistics without too much trouble. In playtesting, how has this panned out? Are players forced to compete with their neighbors or does everybody just jump up to the top rather quickly? 2) Trade? In the example, it was a roleplaying benefit that provided +1 security and economy. Given that, why doesn't everybody agree to trade? Unless you really don't want to give your number a bonus... I guess what I'm getting at is - are there downsides to trading? (For example, are the Dwarves losing 1 security since they are providing many of their weapons to the humans?) I imagine this would be tricky, as trade is meant to be beneficial, so I suppose the DM would limit it through practicality.. ("No! You can't arrange trade between your kingdom and the fiendish kingdom on the far side of the Impassable Mountains, across the Shipwrecking Sea, and on the Unreachable Island.") 3) Competition. How do the other realms interact? I know there are rules for holding off an invasion, but what about starting one? Or acquiring more lands? Would this just fall into the general area of in-game roleplaying benefits? One idea for raising armies: perhaps you can 'extract troops' from Security in much the same way you can nick gold from your Economy. That could maintain the abstract nature of the rules at any rate. **Edit, fleshed out some of my comments. [/QUOTE]
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