TeckXKnight wrote:Another issue I didn't really take into account is villages versus personal claims. Personal claims would be utterly screwed by this as they would have no capacity to have guards or defensive structures but they would face the same assaults that a village would. No matter what they're going to be at a heavy disadvantage but like this they're just left out to dry. How do you make it so that newbies and hermits aren't entirely fucked, in other words.
This situation is a question of civilization versus nature. As a hermit, do you choose to forgo the unprotected wildlife and become a part of a village, or do you hold out as you always have with your humble little farm? This comes down to personal preference and the practical nature that, civilization offers protection at the cost of some freedoms, whereas not being absorbed by a civilization provides the most freedom, but less protection.
Alternatively.
Alternatively, the NPC guards could be less fleshy as most have assumed. What NPC guards could be are things like animated armors (AAG's) from the hearthmagic skill, inhabited by the spirit of an ancestor??? Doing so would give more use to Numen points, and make it a bit more in line with the lore of Haven and Hearth, where hearthlings are players. Additionally, crafting an animated armor guard would take in all sorts of skill sets, primarily hearthmagic, then metalworking, maybe even the will to power chain for the purpose of teaching your village's guard.
How this fits into being alternative to the dilemma of personal vs. village claims and relative protection, is that anyone would be able to craft AAG's should they possess the required skill set and resources, however, any one personal claim would only ever be able to contain one animated armor guard. However for a village, the threshold for Animated Armor Guards would be 10 (Ancestor spirits like living company).
Anyways, all of your thoughts?