Proposal for updated Sovereigns

(I've looked for another post on this but not found one - sorry if it's a repeat!)

At the moment quite a few people note the sovereigns are a bit unbalanced - in point count alone, considering equipment, etc. There are also duplications of background, and a certain all have ‘all magic’ repetition that makes them all similar (also already noted).

What I propose is an update to the sovereigns - although I'm guessing they are how they due to the book??  And no, I am not proposing doing a mod, but a fundamental update (also, btw, Verga currently has a ‘talent’ for his History, not a profession?!) .

My proposal below uses the following philosophy:
1) They all are archetypes, specialists in their own way (not necessarily Max/min)
2) Use all 10 professions, 10 talents, 8 weaknesses
3) All stats equivalent, equipment somewhat balanced (by modifier)
4) All start as part of their appropriate faction

Obviously these professions, etc, could be rearranged endlessly with different justifications (PLEASE DONT REPLY WITH THOSE KINDS OF POSTS) –the point is to put them all on show in one form or another.  I’ve kept along the general line of characters already there for stats, etc, in most but not all cases.

[As an aside, I would also propose no characters start with access to magic except life/death – then they can choose ONE type of elemental magic at the beginning of the game (at any stage) to reflect their landscape, etc (some AI needed of course) which reflects what kind of magic THAT character exhibits.   Another could be gained through magic skill perhaps, and a third by a quest of some sort – but that’s it (so choices HAVE to be made about types of magic!)]

All these characters should cost about the same, to within a few points - but they all be scaled up or down as long as they are all scaled up or down!  Whatever the final number of points, make that the amount for custom sovereigns (custom include faction, etc).

 

Relias  (Mr Vanilla – the traveller)
Str 11, Dex 11, Con 11, Int 11, Wiz 11, Chr 11
Adventurer
Tracker +15
Cowardly -10
Equipment + 2 Attack, +2 Defence


Procipinee (The “wizard”)
Str 9, Dex 9, Con 8, Int 13, Wiz 13, Chr 14
Royalty (4 sovereigns currently have this!)
Meditative +10
Clumsy -3
Equipment + 1 Attack, +3 Defence

Carrodus (the “group leader” warrior)
Str 13, Dex 10, Con 12, Int 10, Wiz 10, Chr 11
Warlord
Organized +10
Blunt -3
Equipment + 3 Attack, +1 Defence


Irane (the “sneaky”, “can’t hit me…”)
Str 9, Dex 15, Con 12, Int 11, Wiz 9, Chr 11
Thief
Daring +3
(no disadvantage, as daring is cheap – extra ability point to even it out!)
Equipment + 0 Attack, +4 Defence

Markinn (The “miner”)
Str 12, Dex 13, Con 11, Int 11, Wiz 11, Chr 8
Miner
Naturalist +10
Ugly -3
Equipment + 2 Attack, +2 Defence

Ceresa (the bard - Rapier smart and cutting wit)
Str 9, Dex 9, Con 9, Int 15, Wiz 12, Chr 12
Bard
Brilliant +10
Cruel -3
Equipment + 1 Attack, +3 Defence

Karavox (Mr Money?)
Str 9, Dex 12, Con 9, Int 10, Wiz 13, Chr 13
Merchant
Diplomatic +10
Inefficient -3
Equipment + 0 Attack, +4 Defence

Magnar III (The one man army)
Str 13, Dex 9, Con 15, Int 8, Wiz 13, Chr 8
Warrior
Hardy+10
Stupid -3
Equipment + 3 Attack, +1 Defence

Verga (the damage-doer, who all follow!)
Str 15, Dex 8, Con 9, Int 10, Wiz 10, Chr 13
Dungeon Master
Natural Leader (+5)
(no disadvantage, as NL is cheap)
Equipment + 4 Attack, +0 Defence


Kul-al-Kulan (the scary nutter)
Str 13, Dex 10, Con 10, Int 12, Wiz 8, Chr 13
Assassin
Intimidating +10
Insane -3
Equipment + 2 Attack, +1 Defence

 

9,043 views 7 replies
Reply #1 Top

(Kul-al-Kulan should have Equipment +2, +2 ... dammit)

Reply #2 Top

I agree with these principles and sovereigns should have a more specialized array of powers. More importantly, you have an NZ in your name. THERE CAN ONLY BE ONE! :ninja:

Reply #3 Top

Only one NZ?  Why yes, there is only one.  :)

Reply #4 Top

Love this proposal. why not just make a mod of it. I'll surely play. Seriously, it should be done like that rather than the sovereign that we have now in the game

Reply #5 Top

I've just reposted on this under Ideas as well - my recent post was just meant to be a reply!  :)

In my game designs, and I've been doing so for 20 years, I've always focused very strongly on balance and I think this is such a serious issue it should not be a mod but a game update.  https://forums.elementalgame.com/396755

Feel free to support me on that thread too. ^_^

Reply #6 Top

I support the idea to balance the existing sov's, but personally will always use custom.

As a whole I am very unsatisfied with the customization options for sovereigns as well as factions.  Bland, in a word.  There is currently a mod (unfortunately not updated since 1.06) that adds quite a few interesting abilities and could definitely be expanded upon - both for talents and professions.   I'd like to see a balancing act upon that as well since they allow a bit more "themed" customization. 

Good luck and keep up the good work though.

Reply #7 Top

Hi,

Well, feel free to use custom - but the balancing is not just for players but also for the AI.  When I pick all the AI to play against, certain ones regularly dominate, and other ones regularly get squashed by the other AI.

I think balance among current abilities should happen before expanding them  - although both at once would be good too!