- May 1, 2015
For people not in the discord
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
As someone who enjoys playing well-read rather than stereotypically dumb pure warriors/knights, I approve of the aptitude/learning split.
That said, I sincerely hope the available court mage spells for non-mage rulers will be a bit more generous this time around compared to CK2's EK. Like, from a gameplay balance perspective, I get why you wouldn't want to have easily available spells like regerating lost eyes and limbs and such. CK is all about the danger of a sudden death. But lore-wise, does that really make sense, especially if I get a legendary master court mage? Isn't consolidating the power and resources of the region into one person what rulers are all about? If I'm Emperor of Tamriel, surely, getting a mage to regenerate my lost eyesight would strictly be a matter of finding one skillful enough and providing the proper compensation, not of some unwillingness on principle of all mages in the world to cast their advanced spells on behalf of non-mages?
Spells like turning into a lich or creating a daedra army and such, I very much understand being mage PC-only. I actually kind of like the idea of some secrets only a player mage can access. Still, I somewhat dislike having a hard cap on that. What if your court mage is also your lover, spouse and friend? Imo, you could gate some higher spells under that sort of condition. Maybe the whole thing could even be not about which spells are available on principle, but about managing the mage's ego, motivation and loyalty relative to their capabilities? Or just make a game rule to switch between CK2 rules for those who want a more dangerous and vicious world as a non-mage, and more broad rules which I feel would make more sense lore-wise.
It is too early in development to give meaningful answers, spells haven't been added and tested so what the exact balance should be is up in the air. Having an exceptional CM should pay off, but we don't want to make it so that becoming a dedicated mage is pointless/detrimental beyond roleplaying. From a lore perspective consider that the orthodox story of Tiber Septim has him get his throat slit, lose the ability to shout and "command Tamriel with a whisper". The specific meaning and veracity is up for debate, but the fact that it is believable at all that the most powerful man could not find someone to heal his throat gives at least some support to restricting access to magic.
I to tend to dislike hard caps, however they are sometimes necessary. What you propose is possible, but why should the CM be able to regenerate eyes just because they are my best friend? I understand you don't mean entirely based on relationship, but it feels excessively complex for what it achieves. Not to say it shouldn't factor in at all - the CM's opinion and dread effects should be considered, but I do not think they should heavily impact the available spells. If you don't like the system on release then you are free to tweak it or create a new one.
Personal-Battlefield-Spells: Those spells are not actually cast, although they can and should be learnable and listed in the spellbook. Those would mostly make a character stronger in combat; Either providing simply a boost to their prowess, or to make it more enganging, by adding battlefield events relating to those spells. I hope that the base game and EK both will add duels down the line, where spells such as "flames" or "oakflesh" might shine.
Tactical-Battlefield-Spells: Those spells would represent the variety of magics which could be used to great effect on the battlefield- Such as incinerating a detachment of soldiers, camouflaging soldiers, etc. Those should also be governed by events which might pop-up; Representing a possiblity to capitalize on a spell in a suitable battlefield situation, such as a skilled destruction mage being given the chance to unleash a conflagration on the enemies soldiers when fighting in a forest.
By making those "passive" as well micromanagement is reduced and the playing-field could be leveled between players and the a.i.
Strategic-Spells: These are the spells which can be cast outside battle, and can range from cursing another character, to devastating a province with fire.
Ongoing-Spells: These are spells which can range from minor, personal spells, like enhancing your charisma, to summoning daedra. In order to minimize micromanagement, and again, to make it easier for the a.i. to use them, i´d suggest making them toggleable- While active they would reduce the amount of magicka available.
I wonder how spells like "flame" or "frostbite" will work.
They are among the placeholders. Battlefield events will be handled separately if added, the ai will have it's own system as it cannot use the player one. Toggleable spells are feasible, but not a priority or even guaranteed. Personally I am against them as the ai component and general integration would be more complex and I don't think that having to cast a few spells every decade to keep your buffs is that bad, it is possible to add a notification when a timed spell runs out, so checking becomes less necessary.EVERYTHING SHOWN SHOULD BE CONSIDERED WIP/PLACEHOLDER
The spells and effects shown are there for illustrative purposes and do not represent the final spell list or their effects.
I may be talking out of my arse here, but regenerating limbs is generally beyond even advanced magic, save for divine or daedric intervention. If elaborate rituals become a thing, it would fit right in that category. Might even give you another reason to stay on good (or better) terms with your supernatural patrons. Maybe even get some form of mission from them to even get the opportunity.
Now about General Talos' shaving accident: In-game lore is never a primary source, so any interpretation can never be anything more than just that - interpretation. And since he himself wrote the history concerning himself, one can always contend that that stuff was written to profit him. So here are two more takes on that:
Hey, maybe he wasn't exactly uninvolved in Cuhlecain's death, and losing his powers was divine retribution for being an uncontrollable murder hobo.
- The wound was cursed, and thus not even the divines could help him.
- He lost his powers (or was coming close to being discovered as never having had those powers in the first place, or at least not permanently) and needed an excuse.