I guess I'm with you on not having a flaw. Looking here
https://wiki.rpol.net/?id=7766...ilities+and+Problems at the Abilities, I have to say that I hate the idea of being flawed in any of them.
I think we should start with a focus Economy, counting on our outside enemies not getting their shit together soon enough to threaten our stability. (I'm somewhat meta-gaming, here. They're not going to throw invaders at us in our first kingdom level.) As much as Wilkezag would support Culture, I think it is the lowest priority of the four.
Basically, the Charter gives us a net of 1 Ability and 2 skills (which might be +2 abilities and one -1 ability, but since we get a bunch more, it doesn't really matter.
Step | Abilities | Skills | Skill Feats |
---|
Charter | 1 | 2 | 0 |
Heartland | 1 | 1 | 0 |
Government | 3 | 2 | 1 |
Finalize | 3 | 0 | 0 |
So I think we should finish with this from our choices.
Economy 4
Loyalty 2
Stability 1
Culture 1
With a plan to boost Stability at our next opportunity.
@GM: Is there a list of skills somewhere that I've missed? So far, we've seen these referenced, but no description of them or comprehensive list.
Intrigue, Warfare, Arts, Folklore, Magic, Scholarship, Engineering, Exploration, Industry, Trade, Wilderness, Agriculture, Boating, Defense, Politics, Statecraft
Also Feats, below. As far as I see, our choice of Government is the only way we get a Feat, at least at first level. GM has told me that Practical Magic used to be by far the best feat, but it has been nerfed to be merely one of the best.
Muddle Through, Practical Magic, Pull Together, Insider Trading, Fortified Fiefs, Crush Dissent
Do we get more feats at first level? Do we get them when we level up?
This message was last edited by the GM at 02:22, Tue 02 Apr.