That's going to have to do it for today's preview! And since it's only a little bit before Gen Con. Two campaigns that start out with the same characters and kingdoms might go in totally different directions depending on who researches what advancement first. New weapons, spells, vehicles, war beasts, and even civilizations are possible. Research can turn even the most backwater noble famnily into a new political powerhouse. The main conclusion to draw is that it allows the campaign to never get stale. There are a few other aspects to research as well, and of course you can research and create your own new spells, buildings, vehicles, and more. Once your invested points equal the quality of the original item, your research is done. Do that again next week, and you've invested two points in the research. If you beat the quality of the item you are trying to research, you have invested one point in the research. Roll your researcher's relevant skill (or your organization's relevant characteristic). But all of that is just good fodder for roleplay and story hooks! Navies might even embargo you, and kingsmen might hunt you down, if a noble decides that you threaten his own kingdom's products. You become a target for espionage and sabotage. Research can make your organization rich, and it can even increase your organization's scope. Suddenly, that guild boss who snubbed yuou at the Neverlight Festival is fawning and petting your tricorner hat because your trading company is the only one that can build high quality wheellocks. Suddenly, those pikemen are something to be concerned about on the battlefield. I love watching a change from research shade the campaign. Not just that, but research also allows troops to be more effective in battle (increasing the attack or defense die of a maneuver or stance), improves the effectiveness of spells, and can even discover new methods of communication, transportation, and wonders of the world. Research allows you to improve the quality of an item or decrease it's wealth level: not just one item but every item of that kind bought, made, or sold by your organization. Higher quality weapons can do more damage against weak armor, and higher quality keeps can withstand more trebuchet boulder or cannon shot impacts. For example, a subfusc peasant's shirt is wealth level 1, a roofsword is wealth level 3, throwing a holiday parade and increasing the mood of everyone in the city is wealth level 8, and a borderlands keep is wealth level 12. If you have read the Combat Primer or the other previews, you know that the items, buildings, troops, and economic processes in SK are ranked by wealth level. Research allows wizards, engineers, fixers, and anyone else with the right skillset to improve designs, change the economy, and give your organization a potentially killer edge. One feature that hasn't been discussed in the previews is Research and Advancement.
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