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Thread: Rules Changes
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10-29-1997, 01:33 AM #1David Sean BrownGuest
Rules changes
I never allow the regent to use the holding/proving he/she is trying to
raise as a benefit..if, for example, they are raising a holding in a
province they control, I do allow them to use the province level..this
seems to make sense..you have more influence i a province you haev full
control of.
Sean
> >
> > As for the following suggestion, I believe it is already in effect. when
> > trying to rule up a province or holding, you add the attempted level to
> > the bas difficulty (10+) before applying any modifiers. So going from a
> > level 4 to a level 5 holding or province has a base successof 15+
> >
> > Sean
>
> I like this suggestion, it makes a whole lot of sense actually.
> Although, in reality, it won't make the rule action harder, just more
> costly. Most Regents will throw more Regency at it to make it more
> likely to succeed, but in any event, I like your method. Your method
> gains more if one cannot use their present Province Level to modify the
> result as well.
>
> Tripp
> ************************************************** *************************
> > 'unsubscribe birthright' as the body of the message.
>
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10-29-1997, 03:37 AM #2Bond007Guest
Rules changes
> > Yes I second that request. That is a big time consuming problem. We
have
> > ended up just letting our players choose powers because of the time
> > involved. I would really like to make them roll for the powers though.
> >
> > Adam
>
> I got fed up with it too, and I came up with a set of tables for each
> derivation that keeps (pretty well) the same probability of getting
> each power as the original tables. I've not done the same for
> minor/major/great abilities, but it is quicker. I can post them to
> the list if you like (and you'll have to give me a few days - it'll
> take me that long to get my hands on them).
I agree! What would be cool is a compilation of ALL the blood abilities
(from blood enemies, rulebook, and other sources such as Dragon Mag.) put
into groups of their derivations and levels (minor, major, etc).
Bondman
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10-29-1997, 04:23 AM #3Adam TheoGuest
Rules changes
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hello, Adam Theo here,
i love that idea (time over RP). a few personal changes:
a regent is then allowed to make up to 2 rule actions per turn for
provinces instead of only one/turn in the rulebook. so to go from a
level 7 to 8 province, you need to do 8 rule actions and can do 2 a turn
if you can spare to do so. this is based on my belief that a
high-leveled province should be a great achievement for a kingdom.
Avanil, Boeruine, Ilien, and i think Ghoere and a couple of others have
a province at 7 or above. there shouldn't be a success modifier, except
a bonus of say +3 if province's loyalty is high, 0 if average, -3 for
poor, and -6 for rebellious. the regent is allowed to spend any number
of rp on the action as with other actions.
it should be different for non-landed holdings, though. normal for
them. i don't see a problem with it, since non-provincal domains must
usually contest or diplomize alot to get anywhere.
hobbychest@pcsia.com wrote:
>
> BI>As for the following suggestion, I believe it is already in effect. when
> BI>trying to rule up a province or holding, you add the attempted level to
> BI>the bas difficulty (10+) before applying any modifiers. So going from a
> BI>level 4 to a level 5 holding or province has a base successof 15+
>
> BI>> 6. I think that ruling domain levels up should get increasingly
> BI>> difficult. The people have to come from somewhere, you can't just
> BI>> order them to have more children :). I didn't find a solution yet,
> BI>> but I discourage my players from excessive use of that action,
> BI>> especially when they rule elven domains.
>
> A +1 difficulty per level is too easy to overcome. raising from 2 to 3
> should be much easier to do than 3 to 4. As a GM I made a rule that it
> took a number of actions equal to the desired province level. This
> means it takes 2 successful rule actions to go from level 1 to 2, 3
> actions to go from 2 to 3 and so on. This seemed more realistic to me,
> since larger domains took much longer to grow. It also discouraged
> ruling up domains too much. Regents had to put a lot more effort into
> ruling up provinces that were already heavily populated.
>
> Robert Thomson
>
> ************************************************** *************************
> > - --
ÐÏ*¡±
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10-29-1997, 01:01 PM #4DarkstarGuest
Rules changes
Tim Nutting wrote:
>
> COLLECTIONS
>
> When you get domains that are larger than, say, 10 holdings, the time it
> takes to just run taxes increases exponentially. Perhaps there could be a
> way to simplify it to just a couple of rolls...
You may wish to try working out the average collection each turn and
then just doing that instead. It makes it a lot easier, but you do not
have the benifits of any good rolls you make.
> ELVEN INVESTITURE
>
> ???? Elves don't believe in gods, how can they invest/divest? Its a
> priestly spell.
Several people have already created some rules for this. Check them out
on my page
http://www.box.net.au/~hoss/birth.html
> UNDERWATER & WATER
>
> BIG can of worms that I opened when I subscribed to the list, got no real
> resolution. Can mages tap the magic of the seas? We've tried a few
> methods, and treat coastal areas as level 4 max, shelfs as level 9 max, and
> ocean floor as 2 max (not enough life energy). We also requrie the wizard
> to commune with his source (!) hard to do underwater unless you have
> Masella's Resistance and find yourself in the lucky 50% who can breath
> water.
I believe that somewhere in the rules it states that coastal provinces
gains a bonus to their source rating. Which is why there are a lot of
provinces along the coast with a source potential of 0/7. I personally
do not allow source holdings underwater.
> CASTLES
>
> More on their size and how it relates to a level. I've seen published
> level 4s that are tougher than published level 6s.
Huh?
> GOBLINS AS PCs
>
> Stat Mods and Racial abilities (specific to BR) would be great. So far
> I've used the Player's Option stuff, and it works pretty good.
Once again there have been rules placed on my site for this. I found
both useful, so you may wish to have a look at them and see if they are
what you are looking for.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
ICQ: 2938300
Home Page: http://www.box.net.au/~hoss/birth.html
From the Darkness we came,
and to the Darkness we will return.
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10-29-1997, 07:43 PM #5Colleen SimpsonGuest
Rules Changes
1. Trade Routes: (pages 59-60): Allowing trade between provinces
of the same terrain type could be logical if those provinces produce
different products. To maintain simplicity a percentile dice could be
used to determine the possibility of different products being produced.
Failure means the guilder is competing against a local producer and
gains less profit than had he gone to a different terrain type of provin=
ce
without a competing market. Of course, this roll could be secret with =
the
guilder only finding out about the competition after the trade route is =
established and then having to decide what he is going to do about it. =
eg Stjordvik An Ustkjuvil guilder trades sea produce with wheat, barley
and pig farmers in Arvaald or A Hjorval guilder trades ponies and cattle
for coal from Udvika.
2. Muster Armies: (page 58): rules regarding militia units that train =
and
maintain their usual jobs when there is no war on. They're not disbanded
and still maintain the level of prosperity of the province but they are =
on call
for time of war. How does this reflect on their war card values (perhaps
irregulars or regular instead of levy?) Of course, in a time of war, the=
y
would lower the province rating.
3. Espionage: (page 54): perhaps rules relating to the establishment =
of a permanent spy network with establishment and maintenance costs
and risks of running a permanent network. DMs secretly roll for network
discovery, infiltration and collapse as well as its performance during =
a
domain turn (2-3 rolls on tables?)
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