@arkandel said in Development Thread: Sacred Seed:
@coin I obviously don't know what your thematic goals are, but mechanically you could address this by making Seeded be an expensive trait or one that encourages specialization, then to reward well rounded characters.
Otherwise there are ways to balance these things out (if balance is a goal that you have at all, which isn't a given) by making specific kinds of enemies or even environmental hardships that affect Seeded far more than Seedless, encouraging the former to seek out the latter as much needed allies more than simply plucky sidekicks.
@pyrephox said in Development Thread: Sacred Seed:
@arkandel I think they've talked about something like that before earlier in the thread, with monsters apparently finding Seeded /extra tasty/, and therefore tending to be attracted to and desperate to munch on Seeded out in the wilderness, etc.
We've also taken an approach wherein while the Seeded are "nobles" and Seedless are "commoners", the Seedless do have power and presence in certain aspects of life, especially many of the guilds. IIRC, the crafter guild doesn't accept any Seeded except those who are good with stone/jewels, but even if you are one of those and you do get in, you can't achieve the title of Master Craftsman unless you forego your Seeded powers for your crafting (which would put Seeded at a disadvantage, if you're doing something intensely physical).
I mean, balance isn't something I'm too hung up on and class disparity is definitely, definitely a theme, but it's nuanced.