Way to fix demesne oversizing

by Akraasiel

Back to Common Grounds.

Akraasiel2005-02-12 04:46:42
Make a demesne breakable at transitions between areas. Still gives a mage significant power, but prevents massive immortal demesnes with both ends stationed in cities.
Gregori2005-02-12 09:36:31
Actually I was thinking about this the other night.

If you made a code that checked Force(forest/flood/taint) users Planar+Demense skillset V.S. the actual Demense maker's Planar+Demense skillset you could set it so that a strong mage has an X factor chance of breaking a meld anywhere. As that factor narrows they would have to seek an edge.

Example:

I am trans Planar and Druidry so I would have the maximum potential possible to break a demesne of someone weaker than me, as the skill level of the person who melded increases my chance to break it decreases.

So I find taint and the person who melded is only trans geomancey and inept Planar I could break their demesne anywhere easily.

If they were Trans both, I would only be able to break from an edge
Unknown2005-02-12 09:45:47
You stole my idea, Akraasiel! Tell him, Gregori!

Anyway, yeah. I'd set up area borders, because honestly.. demesnes shouldn't be -that- godly. It doesn't make sense to have to circumnavigate the Basin just to clean a demesne, and THEN have to recreated at a later date so easily.

It's like that pesky gopher always eating your seeds.. so you replant and go to sleep, and then wake up in the morning to find your whole yield has been eaten again. Unless you're one of them.. fancy farmers while your mechanical equipment and uhm... I'm losing focus. ninja.gif
Revan2005-02-12 10:07:54
Or just leave demesnes how they are. It takes hard work to even set them up, so I think the reward currently is very balancing to that. However, I will concede that I do find Gregori's idea appealing, since it actually makes logical sense. Go Gregori