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Discussion on 3rd Cycle: The Choosing Rules & Resources
#1
The forum for 3rd Cycle Rules and Resources is just "official" stuff, but discussion on those items as they are posted can be discussed here.

There will likely be six or more documents, including 3rd Cycle Commands and 3rd Cycle General Rules when it is fully populated in a couple days.
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#2
Looking through the the kingdom dossiers the UN just does not pop for me as the king of agents as it did in 2nd cycle. They start with same number as other kingdoms (at least by what I read on the sheet) with similar traits and have the same max levels as other kingdoms. Actually the illusionist can even do some agent things better and I think it was the halfling even starts with knowledge for ring of invisibility.

Maybe a special like there agents operate 2 levels higher for all missions or if less than 5 agents they can hire a level 7 agent for some amount of gold. Or they could have a 25% chance to ignor a ward
Just something that makes them more the master
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#3
For the MAP. Are they accurate? Will fire of void be moving and are there no extra deserts in region 3?
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#4
(02-24-2016, 02:48 PM)Jumpingfist Wrote: For the MAP.   Are they accurate?  Will fire of void be moving and are there no extra deserts in region 3?

I'll be updating that section on 3rd Cycle Resources over the next few days.  Will find a few more versions like Excel of the map and post that file with the terrain of each area.

I just need a once over for The Commands and have started on the General Rules, but that may take a couple days.  I've contacted Frost Lord about producing a 3rd Cycle version of the Helpful Player Aids.
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#5
a new 170-171 and 300 series tools with the new kingdoms would be fantastic. Seems like the tyrant status quo really throws a wrench into taking pcs.
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#6
(02-24-2016, 03:44 PM)Atuan Wrote: a new 170-171 and 300 series tools with the new kingdoms would be fantastic.  Seems like the tyrant status quo really throws a wrench into taking pcs.

Whether it is in Frost Lord's tool or not, players will need to know their opponents Traits, and possibly special abilities.  As I've said, at first, 3rd Cycle is such a leap, that players will have an adjustment keeping up with their own traits and abilities, but they'll need to be aware of things like traits such as Order and Ruthlessness when planning a political campaign.  Again, there are 23 cultural traits, effecting all aspects of 3rd Cycle.  Believe it. This ain't your, eh, ah, former self's version of Alamaze.
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#7
The Choosing 3rd Beta Kingdom Dossiers and Turn 0 results have just gone out!

First turn is due Monday.  Will continue to work on Rules and Aids through the weekend.   See new thread to post comments - #505 The Choosing 3rd Beta.
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#8
Population Center Defense Values

I love this new feature of showing defense and adjusted defense but am wondering if it is complete. While it does have extra defense for one town, it does not show extra defense for the village in the water, nor does it reflect the 25% bonus for being a capital. If we are showing an adjusted, seems it should have all bonuses.

On my AT turn, we have the following data for pop center defense

                             Defense         Adjusted Defense
Town in water          12,816                15,379                  The adjusted defense is 1.2 times the normal (so 20% bonus for the Terrain Adeptness of Mastery), but no 25% bonus shown or added for being a capital.
Town in marsh           9.429                  9,429                  Makes sense. No bonus in marsh.
Village in mountain     3,252                  3,252                  Again, no bonus, makes sense. 
Village in water          2,830                  2,830                  Seems like this village should have the 20% Mastery at Sea bonus for PCs in the sea.

Quotes below are from 3rd Cycle documentation and general rules:

Terrain Adeptness: Mastery at Sea
Supremacy: Greater masking, +30% in terrain (including owned PC’s defending), Evasion in terrain.
Mastery: Greater masking, +20% in terrain (Including PC’s).

Capitals always defend at the highest level (generally a 25% positive modifier) to protect the Ruler.
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#9
(02-26-2016, 05:00 PM)VballMichael Wrote: Population Center Defense Values

I love this new feature of showing defense and adjusted defense but am wondering if it is complete. While it does have extra defense for one town, it does not show extra defense for the village in the water, nor does it reflect the 25% bonus for being a capital. If we are showing an adjusted, seems it should have all bonuses.

On my AT turn, we have the following data for pop center defense

                             Defense         Adjusted Defense
Town in water          12,816                15,379                  The adjusted defense is 1.2 times the normal (so 20% bonus for the Terrain Adeptness of Mastery), but no 25% bonus shown or added for being a capital.
Town in marsh           9.429                  9,429                  Makes sense. No bonus in marsh.
Village in mountain     3,252                  3,252                  Again, no bonus, makes sense. 
Village in water          2,830                  2,830                  Seems like this village should have the 20% Mastery at Sea bonus for PCs in the sea.

Quotes below are from 3rd Cycle documentation and general rules:

Terrain Adeptness: Mastery at Sea
Supremacy: Greater masking, +30% in terrain (including owned PC’s defending), Evasion in terrain.
Mastery: Greater masking, +20% in terrain (Including PC’s).

Capitals always defend at the highest level (generally a 25% positive modifier) to protect the Ruler.
That's interesting. I looked at mine and notice now that the capital defense is increased by 30%. I have Mastery in the plains. Should it be increased by 45% - 20% for Mastery + 25% for capital - or is that not the way it works?
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#10
My guess is capitals are already coded in with the 25% so not applied on the adjustment or they would count double. My PCs are all up 20% for my traits. I did get one PC in the forest my -10% terrain modifier did get applied
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