View Full Version : Domain action descriptions p. 104 and onwards

02-08-2003, 05:06 PM
Ply Trade:
Table 5.15 bring problems at the low and high end:

2 gp for unskilled labour:
Following table 5.2 from the 3E DMG unskilled labour (laborer, porter, maid)
earns 1 sp per day. 32 Cerilian days per month, but only 6 working days in
Anuire = 24 X 1 sp /10 = 2,4 gp (and while irrelevant for domain level
characters for a laborer it would be quite relevant to have 40 sp more per
month or not). If the character works one more day per week he could earn
2,8 gp. But even this is low compared to the 5D6 gp from the 2E Birthright
version. I suggest to use 3 gp as baseline of unskilled labour.

On the high end you dropped the special income for spellcasters (2E:
25*characterlevel* province level) which is not dependant on skills.
Perhaps you could add that spellcasters can demand prices according to table
7-9 PHB (spellcasting services).

a highlevel example: A wizard 16th level with a spellcraft rank of 19 would
only earn 760 gp per month normally to your table, but could according to
the PHB table already earn 1280 gp casting an 8th level spell once and much
more if he sells his spellcasting for more than one spell - and that in the
PHB which does not take into account the rarity of true arcane magic in
Birthright. Perhaps a X province level added to table 7.9 PHB prices would
be approbiate for Birthright spellcasting services?

Spending a full month of time training to gain 1 HP is in my opinion enough
effort to gain permanent 1 HP without chance of failure. If you add the 2E
rule that a character canīt surpass the maximum HP of his class, level and
CON with highest rolls, and if you consider that major and great regents add
heaps of HP due to their RP collection, then 1 HP within the normal range of
HP is not that great of an advantage to require a dice roll if you get it or
not. And as the old 2E system did demand none, there is one more reason not
to demand a dice roll but simply give it to those who spend a month training.

Court actions:
If I understood it right, then there are no more "free" actions as in 2E but
a regent with an expensive court can have up to 5 court actions per
month/round in addition to his own, correct?

I always thought that free actions should be limited, at least as on the old
2E cardboard with 1 free action per character level per turn, so I like the
idea to limit "free" actions.

However that no longer rogues can spy, or priest can agitate as a free
action regardless of court seems far from the Birthright rules. I would have
preferred to make if dependant on a successfull skill check to make it more
3E if the action is free, e.g. as in Dooms version where a leadership skill
check meant you could agitate without it counting against your allowed
actions. Similar a gather information check could make an Espionage action free.

And what happened to the 1 lieutenant action in addition to the 3
domain/regent actions?

Finance action:
To sell off grain silos or wares is a merkantile skill - in the light of
3Eīs skill system I would have liked to see that e.g. an appraise roll would
be necessary to see if the regent (or one of his lieuteants) are skilled
enough to sell off their assets at a fair price or lose money by not knowing
the exact worth, or even gain money by achieving extraordinary success (as
on p. 61 PHB).

Occupy province:
The rule leaves open, just as the 2E version did, what happens when a landed
regent occupys his OWN provinces, e.g. to destroy a holding he does not want
in his own lands. Would he also gain no RP from the province, as it is
occupied by soldiers instead of ruled by law? I personally would like that
as occupation is a strong tool to destroy foreign holdings and in this light
does the same for a cheaper price than contest.

Ceremony (Divestiture)
Only provinces are mentioned. Holdings canīt any longer be divested? ;-)
Michael Romes

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02-08-2003, 06:42 PM

I never liked how training was done in 2e, so I changed it to weapon, and non-weapon proficiencies. This is what I did for 3e. Training should be about training, not just a hp gain, and definately not a level increase.

First it costs 1 GB per skill point. After the character decides how many points they wish to gain, not to exceed maximum allowable skill points, they then roll a D20 at a DC of 10 plus the target rank that the skill. If they want to better their chances they can spend an additional GB per point that they want the DC lowered to.
Example: Guilder Joe wants to raise his hide skill from 5 ranks to 7. He first pays 2GB for the appropriate teacher. The DC he needs to beat is 17. To improve his chances he pays an additional 2GB to ensure everything runs right, he has the right training equipment, and is making sure the teacher teaches him everything he can. This improves his chances by 2, so now a roll of 15 or better gains an improvement and anything less fails.
For feats I set the cost at 1GB to find a mentor and made the DC a 20 to gain the feat. Each additional GB spent lowers the DC by 1.
For hit points set DC at 20, and add 1 point to DC for each hit point desired, not to exceed maximum allowable HP's. Each GB spent lowers the DC.