Btw can someone tell me why the build guard posts action has such huge costs for some places? Isn't that like the most basic building? For example, why does it cost a whopping 143 progress for the disputed lands? Similarly the costs for places like flatlands range from 80 to 30, in total the flatlands progress needed exceeds 200~
If just a basic guard posts takes years to make there is no way in hell we will be developing those places at all.
In addition, how is our tax income from the terminus calculated? Seeing as so much money moves through it we should at least be making 1 mil or more in tax alone.
Btw can someone tell me why the build guard posts action has such huge costs for some places? Isn't that like the most basic building? For example, why does it cost a whopping 143 progress for the disputed lands? Similarly the costs for places like flatlands range from 80 to 30, in total the flatlands progress needed exceeds 200~
If just a basic guard posts takes years to make there is no way in hell we will be developing those places at all.
It's theoretically a simple action but a lot of work goes into it offscreen. You have to select locations and build the actual guard posts, which is relatively simple. You have to establish patrol routes, which is relatively simple. You have to recruit and train guards, which is relatively simple. You have to get the locals to heed their authority, which is relatively simple. Depending on how much banditry there is in the land the action will be impeded.
It's a lot of simple tasks rolled up into the same action, which makes it quite time consuming.
It's theoretically a simple action but a lot of work goes into it offscreen. You have to select locations and build the actual guard posts, which is relatively simple. You have to establish patrol routes, which is relatively simple. You have to recruit and train guards, which is relatively simple. You have to get the locals to heed their authority, which is relatively simple. Depending on how much banditry there is in the land the action will be impeded.
It's a lot of simple tasks rolled up into the same action, which makes it quite time consuming.
Also, the more people live in a province, the harder it is to do all of these 'simple things'. You have more people to recruit and train to meet demands. You have more people to convince to heed your authority. You have to build more elaborate infrastructure to meet the needs of local magnates, caravans and magisters or lords, since you'll have competing interests all arguing they are owed this levy or that one and you also have to hire more people to administrate, negotiate and compromise between them all.
It's theoretically a simple action but a lot of work goes into it offscreen. You have to select locations and build the actual guard posts, which is relatively simple. You have to establish patrol routes, which is relatively simple. You have to recruit and train guards, which is relatively simple. You have to get the locals to heed their authority, which is relatively simple. Depending on how much banditry there is in the land the action will be impeded.
It's a lot of simple tasks rolled up into the same action, which makes it quite time consuming.
I understand that but it scales with a population which breaks the system. Even all those relatively simple tasks added together should not take more progress than renovating all of SD combined. The land area is also not an issue as our 'guards' could take on as many low-level people as needed. Its an abstraction sure, but 150 progress even for an area with a large pop seems a bit insane. Eh, dont mind it, I was just curious. I guess we just wont be able to make something useful out of the disputed lands and places with high pop anytime soon.
I understand that but it scales with a population which breaks the system. Even all those relatively simple tasks added together should not take more progress than renovating all of SD combined. The land area is also not an issue. Its an abstraction sure, but 150 progress even for an area with a large pop seems a bit insane. Eh, dont mind it, I was just curious. I guess we just wont be able to make something useful out of the disputed lands anytime soon.
All progress is measured against population value. Providing comparable service in one area is consummate to providing service to X number of people. It's abstracted, sure, you are right, but the reason why is it is extremely difficult to model local conditions without creating an even more elaborate and indepth system to represent random factors that can slow down building infrastructure or organizing the local administration. The bigger numbers represent bigger obstacles.
Just reflecting on the Imperium over all, but we would be fooling ourselves if we thought we would make anything substantive of the Disputed Lands, which has bled itself against each other for generations, in any short amount of time, or manage to extract more than curses and half-hearted promises from the local elite of the more backwards or underdeveloped provinces like the Flatlands, or Draconys.
Huge swathes of Essos are underdeveloped and rife with corruption because there was never any central authority over them, or else they were threatened by Dothraki bleeding them dry with tribute or just crushing them into the dirt on a whim, or else constantly threatened by fire-mutants and fire-undead out of blasted Valyria. Really, pick your poison.
It is a miracle the major cities that we do have as part of our empire are giving us returns on our investment to pull their asses out of the fire and conquer them. As it stands they are the only parts with anything resembling developed statistics. It'll be like that for awhile.
You can think of us developing places like the Rhoyne or the Disputed Lands as in-universe "planting trees we'll never get to enjoy the shade of". It's all actions Viserys obviously would do, because unlike any of us he will get to enjoy that shade and then some very soon relative to his actual lifespan, whereas for us we might be around here Questing in ASWaH long enough to make them not an active drain on our resources. Which is still a monumental effort and makes them comparatively wonderful places to live, as opposed to barbarous wasteland and constant warring between city states.
I think the key disconnect is that (from my understanding) the action assumes acceptance of the actions along with material impact.
Realistically we should be able to very easily just enforce the rule of law, I don't think anybody can realistically deny that we could enforce our law literally against the will of every single leadership position.
You can instead assume that most of them have been convinced prior to their immolation for the good of everyone.
Could we say Canon Tully vs Canon Dornish from the perspective of Robert?
Neither dare kill the taxman or declare themselves independent but while the Tullys are not above (hah!) weaselling around for their benefit, the Dornish will do everything in their power to get away with killing you in public.
Not quite correct. Any headband of int +2 can grant full ranks in profession (lawyer)... or any other relevant skill, for that matter. It's not hard, just a bit expensive. Enhancement items of +5 to +15 are also possible.
Just reflecting on the Imperium over all, but we would be fooling ourselves if we thought we would make anything substantive of the Disputed Lands, which has bled itself against each other for generations, in any short amount of time, or manage to extract more than curses and half-hearted promises from the local elite of the more backwards or underdeveloped provinces like the Flatlands, or Draconys.
Huge swathes of Essos are underdeveloped and rife with corruption because there was never any central authority over them, or else they were threatened by Dothraki bleeding them dry with tribute or just crushing them into the dirt on a whim, or else constantly threatened by fire-mutants and fire-undead out of blasted Valyria. Really, pick your poison.
It is a miracle the major cities that we do have as part of our empire are giving us returns on our investment to pull their asses out of the fire and conquer them. As it stands they are the only parts with anything resembling developed statistics. It'll be like that for awhile.
You can think of us developing places like the Rhoyne or the Disputed Lands as in-universe "planting trees we'll never get to enjoy the shade of". It's all actions Viserys obviously would do, because unlike any of us he will get to enjoy that shade and then some very soon relative to his actual lifespan, whereas for us we might be around here Questing in ASWaH long enough to make them not an active drain on our resources. Which is still a monumental effort and makes them comparatively wonderful places to live, as opposed to barbarous wasteland and constant warring between city states.
I dont really agree with that, we have the magic, manpower and tools to rapidly cull corruption and bring the population under control with little to no bloodshed. We could easily in 1 week use our max social to reform a substantial portion of the ruling party and replace the rest. An entire town of the disputed lands could be completely pacified by just 1 squad of our legionnaires. Even our guard posts are staffed by people who should easily be able to handle a large amount of pop.
If we can't even bring disputed lands under control how do we hope to do so with the lands of Westeros once we get them, filled with hostile houses and their people? Will it takes years just to build 1 guard post in 1 province of Westeros too? In a lot of ways Westeros pop is more hostile to us than the Disputed lands.
The reason is, I saw how rapidly SD was turned into what it is, how mc changed entire hostile cities to his viewpoint so I really see no reason the same couldn't be done with places like the disputed lands. I also noticed that progress also slowed down a lot after you guys switched systems, a month yields far less than it used to. While in the past a month could contain entire mini-arcs now we cant even build guard posts or finish a major research action in 1 month even with our massively expanded forces and allies.
Its still fresh in my memory how in just a few months a large amount of stuff could be accomplished. It just feels like even with all the extra forces we have we are spread too thin to accomplish things like we used to in the past. It could just be bias as everything used to be on screen in the past and now a lot of actions happen off-screen.
Well no matter, I guess we just have to prioritize where we spend time way more with the new system. If we wanted to make something useful out of the disputed lands we would have to spend PC actions on it which is pretty much a wasted effort as we have way more important things to do.
I dont really agree with that, we have the magic, manpower and tools to rapidly cull corruption and bring the population under control with little to no bloodshed. We could easily in 1 week use our max social to reform a substantial portion of the ruling party and replace the rest. An entire town of the disputed lands could be completely pacified by just 1 squad of our legionnaires. Even our guard posts are staffed by people who should easily be able to handle a large amount of pop.
If we can't even bring disputed lands under control how do we hope to do so with the lands of Westeros once we get them, filled with hostile houses and their people? Will it takes years just to build 1 guard post in 1 province of Westeros too? In a lot of ways Westeros pop is more hostile to us than the Disputed lands.
The reason is, I saw how rapidly SD was turned into what it is, how mc changed entire hostile cities to his viewpoint so I really see no reason the same couldn't be done with places like the disputed lands. I also noticed that progress also slowed down a lot after you guys switched systems, a month yields far less than it used to. While in the past a month could contain entire mini-arcs now we cant even build guard posts or finish a major research action in 1 month even with our massively expanded forces and allies.
Its still fresh in my memory how in just a few months a large amount of stuff could be accomplished. It just feels like even with all the extra forces we have we are spread too thin to accomplish things like we used to in the past. It could just be bias as everything used to be on screen in the past and now a lot of actions happen off-screen.
Well no matter, I guess we just have to prioritize where we spend time way more with the new system. If we wanted to make something useful out of the disputed lands we would have to spend PC actions on it which is pretty much a wasted effort as we have way more important things to do.
The system change obviously had a huge impact, I try not to think about that too much to be perfectly honest.
The design philosophy behind the new system clearly favoured a much lesser degree of granularity, this was also reflected in the thread discussion at the time, at one point floating the sidelining of Viserys to setting piece. This obviously did not come to pass.
Some things were rolled back and detailed monthly actions were ensured to still be an option, "one-off" free actions per month etc to keep us at the level of champions rather than states.
Azel has always believed that Champions are optimised for squad based tactics and rapidly fall in the face of scale but I personally think he's always underestimated DnD magic a little too much.
Not quite correct. Any headband of int +2 can grant full ranks in profession (lawyer)... or any other relevant skill, for that matter. It's not hard, just a bit expensive. Enhancement items of +5 to +15 are also possible.
As @Crake pointed out earlier generic knowledge ranks gained by magical intuition are not quite the same as actually keeping up with the law of a particular realm.
As @Crake pointed out earlier generic knowledge ranks gained by magical intuition are not quite the same as actually keeping up with the law of a particular realm.
So it would take a day to a week of light work to catch up with ten-thirty years of experience...
It may not be instantaneous in some cases like law, but if it's needed, it's easily possible. For example, for the princess to take a hobby of painting, for the archmage to sculpt or work in glass (for those really high level golems). If quick reinforcement is needed for alchemy production, or siege engines, or whatnot.
While a professional strongman could likely do the job of a day labourer with relative ease it's not necessarily in their interest to do so.
Most magic using folk will have more profitable outlets for their talents, those who have a mundane passion for Law or other work should realistically be seen as Lawyers with a little something extra.
I think most professions are not going to see too much "on the side" work done by mages.
This still obviously presents a significant advantage over mundane Lawyers but in the same way the top law firm does not take all the work I doubt the handful of legally passionate mages will take it all either.
Mages? Why mages? The item functions for everyone and anyone with intellect. A high level rogue, a high level commoner or a dragon, it would do wonders with the same theoretical facility. Anyone competent in one field can gain competence in one more, for an acceptable cost. Profession (merchant or accountant) - just have an inquisitor put a headband on, and they can check the books. Decipher script or linguistics, and you can check for forgeries (or create...). It's competence (or excellence, if joined with enhancement item), just about at need, for anyone in need.
Mages? Why mages? The item functions for everyone and anyone with intellect. A high level rogue, a high level commoner or a dragon, it would do wonders with the same theoretical facility. Anyone competent in one field can gain competence in one more, for an acceptable cost. Profession (merchant or accountant) - just have an inquisitor put a headband on, and they can check the books. Decipher script or linguistics, and you can check for forgeries (or create...). It's competence (or excellence, if joined with enhancement item), just about at need, for anyone in need.
Mages because that was the original point, mages taking over professions.
If you want to argue non-mages purchasing these items it gets even more unlikely, what profession were they in to earn enough to buy this, why would they not just be better at what they are already good at and why are the existing members of the profession they are "cheating" at not doing the same? Seems it would just raise the skill floor.
Perhaps idle rich who inherit, random people who strike it lucky or similar might go from no skill to decent skills but again they'll be below the professionals who also use these items and if they're so exceedingly rich they can afford boosts that experienced professionals cannot match then they are as rare as mages and it's also probably a good thing they're being productive in society.
Edit:
To address your specific examples
High Level Rogue - Why would they even bother and how many are there really? As with mages this comes back to the fact there are far more profitable endeavours so there must be some personal passion there which narrows the field even further and if they want to be an Accountant for the sake of being an Accountant, they're an accountant.
Inquisitor - Basically as above with the addition that there are definitely Inquisitors with those specialisations already, so they're a more broadly skilled inquisitor I guess and not exactly impacting the public market.
Dragon - It's a Dragon.
High Level Commoner - If it exists it's already a professional in something and it broke the skill cap by being exceptionally good and passionate/chasing perfection in their craft, not sure why they'd branch out now.
It's theoretically possible but motivation is a real thing to consider, the why here is arguably more important than the how.
Do we not create flesh forged enhancers the same reason we cause use them for alchemy? Even that is a pretty massive plot hole. We can create things with alchemy but they can't work for our projects?
Sure it has to be this way for balance's sake and to prevent too much power creep but at least there has to be a proper reason for it right? Maybe something like 'It takes years to develop the metaphysical weight needed to create items and potions such that they are not linked to your magic, otherwise if a new flesh forged creature makes things all those things are linked though it and as such can be broken with a ritual like the lute of building'
Something like that is needed, ignoring it with no IC reason seems pretty weird to me.
Mages because that was the original point, mages taking over professions.
If you want to argue non-mages purchasing these items it gets even more unlikely, what profession were they in to earn enough to buy this, why would they not just be better at what they are already good at and why are the existing members of the profession they are "cheating" at not doing the same? Seems it would just raise the skill floor.
Perhaps idle rich who inherit, random people who strike it lucky or similar might go from no skill to decent skills but again they'll be below the professionals who also use these items and if they're so exceedingly rich they can afford boosts that experienced professionals cannot match then they are as rare as mages and it's also probably a good thing they're being productive in society.
Edit:
To address your specific examples
High Level Rogue - Why would they even bother and how many are there really? As with mages this comes back to the fact there are far more profitable endeavours so there must be some personal passion there which narrows the field even further and if they want to be an Accountant for the sake of being an Accountant, they're an accountant.
Inquisitor - Basically as above with the addition that there are definitely Inquisitors with those specialisations already, so they're a more broadly skilled inquisitor I guess and not exactly impacting the public market.
Dragon - It's a Dragon.
High Level Commoner - If it exists it's already a professional in something and it broke the skill cap by being exceptionally good and passionate/chasing perfection in their craft, not sure why they'd branch out now.
It's theoretically possible but motivation is a real thing to consider, the why here is arguably more important than the how.
Do we not create flesh forged enhancers the same reason we cause use them for alchemy? Even that is a pretty massive plot hole. We can create things with alchemy but they can't work for our projects?
Sure it has to be this way for balance's sake and to prevent too much power creep but at least there has to be a proper reason for it right? Maybe something like 'It takes years to develop the metaphysical weight needed to create items and potions such that they are not linked to your magic, otherwise if a new flesh forged creature makes things all those things are linked though it and as such can be broken with a ritual like the lute of building'
Something like that is needed, ignoring it with no IC reason seems pretty weird to me.
The reason you guys can't make enchanters is that enchanting magic items is not something that can be innate. Even when say a sorcerer who uses innate magic takes up enchantment he or she has to learn it. Arcanums get around that by coppying Lya's thoughts and experiences but you can't churn them out for moral and personal reasons. Lya sees them as family as much as unique branches of her own mind.
Our Scholarium Sorcerers are pretty well set for adventuring and they can handle social encounters fairly well, too. Diplomacy is a maxed skill for both the Combat Sorcerers and Enchanters, and the Enchanters learn Air of Nobility at 6th level. A Combat Sorcerer could learn it if they manage to reach 7th level or save up for a PoSK.
Supernatural Abilities: Fiery Burst(Su): As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.
Class Features: Fiery Metamagic: When you apply a Metamagic effect to a Fire spell, you do not increase its casting time. Arcane Thesis (Pyromancy): +4 Competence bonus on saves against Fire abilities, +2 to the DC of [Fire] spells. Restricted Magic: You cannot cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells. Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of theStarrySky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance
Lesser Dragon Shape Transmutation (Polymorph) Level: Sorcerer 2 (see text) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level
You invigorate your Draconic blood with an infusion of Arcane power, allowing you to temporarily assume a small wyrmling form.
Your size changes to Small (+1 Size bonus to AC and Attack), you gain a Natural Armor bonus of +2, a flight speed of 60 with Average maneuverability, one Bite (1d6) and two Claw attacks (1d4), and Energy Resistance 10 (matching the energy type from your Draconic Heritage).
Special: To learn this spell you must be a Sorcerer with the Draconic Heritage feat, plus one additional Draconic feat.
Class Features: Potent Enchantment: The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3. Arcane Thesis (Enchantment): +4 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Enchantment spells. Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it. Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and the caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell. Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Mask of Allure: +2 bonus to the saving throw DC of your Enchantment spells.
Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of theStarrySky, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Mask of Allure, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance
These kids today don't know how good they have it. When we were coming up, on the streets, we had to hustle for every scrap of magic we got. Kids today get to go to a nice schools with phoenix teachers. We worked for our education. Almost died several times. Bought a god belt at a market stall! These kids don't know nothing about that tho.
These kids today don't know how good they have it. When we were coming up, on the streets, we had to hustle for every scrap of magic we got. Kids today get to go to a nice schools with phoenix teachers. We worked for our education. Almost died several times. Bought a god belt at a market stall! These kids don't know nothing about that tho.
I suppose on a certain level we would wouldn't we, though the expense isn't that little we wouldn't focus on people who are already experienced and trustworthy professionals first and anyone we'd put that expense into we'd hire if possible. There's also Viserys' deep seated belief in meritocracy, DP has explicitly said this OOC too and Viserys us
Given we lavish those in our employ it makes sense they end up with them.
We are everything Littlefinger wants to be in a certain sense, shaking things up and rising to the top so I think an IC argument could be made we wouldn't entrench top talents if it's not in our personal interest and our morals and meritocratic view would require us to ensure we aren't making an asshole semi-superhuman, we either lack the time to make this judgement or employ them.
If we are underfunding our staff that's a different thing to be addressed and maybe we should order more.
These kids today don't know how good they have it. When we were coming up, on the streets, we had to hustle for every scrap of magic we got. Kids today get to go to a nice schools with phoenix teachers. We worked for our education. Almost died several times. Bought a god belt at a market stall! These kids don't know nothing about that tho.
Magical boomers are definitely going to be a thing.
Old Man tells youngsters they don't know hard work, all of them, at the same time, from his Artifact Throne of Global Projection he picked up at a yard sale before anyone had Detect Magic.
The reason you guys can't make enchanters is that enchanting magic items is not something that can be innate. Even when say a sorcerer who uses innate magic takes up enchantment he or she has to learn it. Arcanums get around that by coppying Lya's thoughts and experiences but you can't churn them out for moral and personal reasons. Lya sees them as family as much as unique branches of her own mind.
Though don't we have wizard creature templates? In addition, the same logic cannot be applied to alchemy, for example, our mass-produced alchemy factory only needs knowledge aka skill ranks in alchemy so there is no reason our flesh forged creature with ranks in alchemy should not be able to manage our factories. As such to keep balance a more extensive reason should be in palce.
Arcanums are pretty awesome. Lya is the best nascent hivemind.
Though don't we have wizard creature templates? In addition, the same logic cannot be applied to alchemy, for example, our mass-produced alchemy factory only needs knowledge aka skill ranks in alchemy so there is no reason our flesh forged creature with ranks in alchemy should not be able to manage our factories. As such to keep balance a more extensive reason should be in palce.
Arcanums are pretty awesome. Lya is the best nascent hivemind.
The easiest explanation for why we aren't growing Industrial Alchemy Project Managers or filling greenhouses with Leshy Crafters is a lack of innate ability, as in the actual ability to learn an esoteric skill or specific feat.
Alchemy might not be overtly "magical", but it's certainly supernatural to some degree. Chemistry just doesn't work that way, after all. We can simply assume that Alchemy is a special skill which requires some inborn gift to learn at all. Of our Scholarium mages, only Hedge Mages are learning Alchemy. Perhaps that is because their talent expresses itself less for pure magic and skews more toward "supernatural chemistry".
Item Creations feats could operate in much the same manner. You either have the ability to learn them or you do not, and if you don't, you simply can't acquire those feats.
I know this isn't explicitly laid out anywhere in the quest, but it makes sense from a fluff standpoint. And if a person advances far enough to break through the 5th/6th level cap, perhaps their innate potential expands correspondingly, giving them the option to learn that esoteric Alchemy skill or acquire an Item Creation feat.
@DragonParadox
Here is a bunch of stuff that needs to go to places. Some of this I posted about a while ago but seeing as its been nearly a month I thought I should post a reminder.
If you are having trouble maintaining it I can at least help keep up and maintain the King's Menagerie and maybe even the rest of that page.
The Many proves quite amenable to the notion of relocating to other waters where there is food to spare, though constraining its agreement to only feed on the willing proves difficult. This is not out of any malice on the Many's part, but simply because it falls to you to explain not only the concept of consent, but also why a thinking mind might wish to surrender its memories. The matter of what payment is, and what might be bought with it, you leave for another time. Mayhap Xor can help once the Many is settled in its new home.
This is the swarm hivemind deep one thing we got from the plane of water and build a new home for, the one that eats memories. It should go in mystical subjects