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Thread: Alternative Ruling of Provinces
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02-09-1998, 03:53 PM #1DarkstarGuest
Alternative Ruling of Provinces
I am working on some rules for ruling province to level 10. Basically
they work like this.
a. Up until normal maximum the regent must get 10+ to rule the province
(effected by source holding only)
b. Above normal maximum the regent must get 10+level he is attempting to
rule to.
eg: a level 5/0 province would require a roll of 15+ to rule
successfully.
c. A level 10 province is only possible in plains (or province with
terrain maximum of 10)
d. To rule to level 10 require a natural 20
e. Once a province become level 10 it is possible to rule it again (20+
again). If you are successful part of the province splits off to become
a city (Urban terrain) while the rest remains as a province (5/0) or
(7/0) depending on the normal maximum. It can not be ruled again after
that.
This is something I was thinking about last night and would like see
what everyone thinks.
NOTE: In my campaign I do not allow RPs to be spent on rule action so it
become a lot harder to rule a province to level 10, especially if an
enemy mage is opposing the actions (or even a friendly mage)
- --
Ian Hoskins
e-Mail: hoss@box.net.au
ICQ: 2938300
Home Page: http://darkstar.cyberserv.com
From the Darkness we came,
and to the Darkness we will return.
-
02-09-1998, 10:03 PM #2MemnochGuest
Alternative Ruling of Provinces
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- -----Original Message-----
From: Darkstar
To: birthright@MPGN.COM
Date: Monday, February 09, 1998 10:19 AM
Subject: [BIRTHRIGHT] - Alternative Ruling of Provinces
>I am working on some rules for ruling province to level 10. Basically
>they work like this.
>
>a. Up until normal maximum the regent must get 10+ to rule the province
>(effected by source holding only)
>b. Above normal maximum the regent must get 10+level he is attempting to
>rule to.
> eg: a level 5/0 province would require a roll of 15+ to rule
>successfully.
>c. A level 10 province is only possible in plains (or province with
>terrain maximum of 10)
>d. To rule to level 10 require a natural 20
Actually, these are already in the rulebook ... Check out the Maximum
levels by terrain types in the BR Rulebook in the Domain Design Section.
Also, just previous to the master list of actions in the BR Rulebook is an
paragraph or two on how to do actions. It already states that in order to
rule from a level 5 to a level 6 province, it takes a 16 or better success
chance and not a 10+...
>e. Once a province become level 10 it is possible to rule it again (20+
>again). If you are successful part of the province splits off to become
>a city (Urban terrain) while the rest remains as a province (5/0) or
>(7/0) depending on the normal maximum. It can not be ruled again after
>that.
>This is something I was thinking about last night and would like see
>what everyone thinks.
>
>NOTE: In my campaign I do not allow RPs to be spent on rule action so it
>become a lot harder to rule a province to level 10, especially if an
>enemy mage is opposing the actions (or even a friendly mage)
Well, I have had this same idea, partially and attached is a file in .rtf
format that everyone can read that details a new domain action that I have
developed... It is called "Create Capital City"... This allows for the
"urban" terrain type and allows the regent to establish one Capital city per
Realm. Tell me what you think...
Memnoch
>
>--
>Ian Hoskins
>
>e-Mail: hoss@box.net.au
>ICQ: 2938300
>Home Page: http://darkstar.cyberserv.com
>
>>From the Darkness we came,
>and to the Darkness we will return.
>************************************************* **************************
>>'unsubscribe birthright' as the body of the message.
>
- ------=_NextPart_000_0029_01BD3574.472AAEE0
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name="CCAPCITY.rtf"
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{\rtf1\ansi\ansicpg1252\uc1 =
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Font;}}{\info{\title New Domain Actions}{\author saber}{\operator Dax =
Lawless}{\creatim\yr1998\mo2\dy9\hr16\min3}
{\revtim\yr1998\mo2\dy9\hr16\min3}{\version2}{\edm ins0}{\nofpages1}{\nofw=
ords365}{\nofchars2083}{\*\company Freelance =
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formshade\viewkind4\viewscale100\pgbrdrhead\pgbrdr foot \fet0
\sectd \linex0\endnhere\sectdefaultcl =
{\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang{\ pntxta =
.}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnha ng{\pntxta =
.}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang {\pntxta =
.}}{\*\pnseclvl4
\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta =
)}}{\*\pnseclvl5\pndec\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta =
)}}{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnha ng{\pntxtb (}{\pntxta =
)}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhan g{\pntxtb (}
{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnha ng{\pntxtb =
(}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhan g{\pntxtb =
(}{\pntxta )}}\pard\plain \nowidctlpar\widctlpar\adjustright \cgrid =
{\b\fs20 New Domain Actions}{\fs20=20
\par=20
\par }{\b\fs20 Create Capital City}{\fs20=20
\par=20
\par }\pard \nowidctlpar\widctlpar\tx2880\adjustright {\fs20 Domain =
Action
\par Action: Domain\tab Gb Cost: 1 Gb
\par Base Success: 10+\tab Regency Cost: 0 RP
\par=20
\par }\pard \nowidctlpar\widctlpar\adjustright {\fs20 \tab With this =
domain action, the regent declares that an already established city =
within a province or sets aside a particular area of=20
a province to be considered the capital city of the entire realm. This =
action is similar to the Create Province action, excepting that she is =
separating an area of a already established province and making it into =
its own separate province. One realm ca
n only have one capital city. =20
\par \tab Once a capital city is created, the reigning regent has =
established a new province type, a City (0) province. At that point in =
time, the level of the city may be increased through the Rule Action or =
through the new domain a
ction, Provincial Migration. Since a new province has been created, =
other regents may establish holdings within the city. As far as all =
Domain Actions are concerned, the Capital City is considered to be a =
separate province. However, ruling up the Capit
al City's province level is 3 times the normal regency and gold bar cost =
of an equivalent rule action of a equal province level.
\par \tab An exception to the one capital city rule is that if a =
currently reigning regent has conquered an entire foreign realm (one tha
t was ruled by another regent), he may create an additional capital city =
for the conquered realm, if one has not already been established. =
Additionally, if a non-regent scion happens to forge his own realm out =
of a previously established realm, through w
h
atever means, he may establish a capital city for his new realm. If the =
newly established regent is conquered by either the previous realm that =
held those provinces or another realm, the new capital city is disbanded =
and the population of the conquered c
apital city is absorbed by the parent province (or the province(s) =
closest to the capital city, if the capital province is established =
along provincial borders) using the provincial migration rules under the =
Province Migration Domain Action.
\par \tab The cost of this Action is the same as the Create =
Holding/Province Action. However, it cannot be used outside of a =
regent\rquote s already established realm. A capital city cannot be =
created in a level 0 province.
\par }{\b\fs20 \tab }{\fs20 This action can be modified only by bidding =
of regency by the regent of the realm. The regent\rquote s law holding =
or the province\rquote=20
s level do not affect the success roll for this action. An example of =
the effects of this action would be the establishment of the Imperial =
City of Anuire.
\par=20
\par }}
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02-10-1998, 02:02 PM #3Mauricio Muñoz LorenzoGuest
Alternative Ruling of Provinces
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Hai Ian !
I=B4m waiting for the new rules that you are talking about , =
are they
going to be found in darkstar=B4s domain ? ;).
I agree with you about getting higher the province=B4s levels but i norma=
lly use
to make a little harder the ruling of a province +5 level higher adding a=
year
+ 1d10 turns , becouse it=B4s impossible to receive or find 20.000 or mor=
e people
in just 3 months . I also try the regent conviceme but telling me how man=
y
improves he mekes to advance his provinces , like building a device to ca=
rry
water to every where in the province ti improve the grain prodiction ....=
and
so on
:)
Excuse my terrible english , okis? ;)
Darkstar escribi=F3:
> I am working on some rules for ruling province to level 10. Basically
> they work like this.
>
> a. Up until normal maximum the regent must get 10+ to rule the province
> (effected by source holding only)
> b. Above normal maximum the regent must get 10+level he is attempting t=
o
> rule to.
> eg: a level 5/0 province would require a roll of 15+ to rule
> successfully.
> c. A level 10 province is only possible in plains (or province with
> terrain maximum of 10)
> d. To rule to level 10 require a natural 20
> e. Once a province become level 10 it is possible to rule it again (20+
> again). If you are successful part of the province splits off to become
> a city (Urban terrain) while the rest remains as a province (5/0) or
> (7/0) depending on the normal maximum. It can not be ruled again after
> that.
> This is something I was thinking about last night and would like see
> what everyone thinks.
>
> NOTE: In my campaign I do not allow RPs to be spent on rule action so i=
t
> become a lot harder to rule a province to level 10, especially if an
> enemy mage is opposing the actions (or even a friendly mage)
>
> --
> Ian Hoskins
>
> e-Mail: hoss@box.net.au
> ICQ: 2938300
> Home Page: http://darkstar.cyberserv.com
>
> >From the Darkness we came,
> and to the Darkness we will return.
> ************************************************** *********************=
****
> To unsubscribe from this list send mail to majordomo@mpgn.com with the =
line
>
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Hai Ian !
&n bsp; I´m
waiting for the new rules that you are talking about , are they going to
be found in darkstar´s domain ? ;).
I agree with you about getting higher the province´s levels but
i normally use to make a little harder the ruling of a province +5 level
higher adding a year + 1d10 turns , becouse it´s impossible to receive
or find 20.000 or more people in just 3 months . I also try the regent
conviceme but telling me how many improves he mekes to advance his provinces
, like building a device to carry water to every where in the province
ti improve the grain prodiction .... and so on
:)
Excuse my terrible english , okis? ;)
Darkstar escribió:
I am working on some rules for ruling province to
level 10. Basically
they work like this.
a. Up until normal maximum the regent must get 10+ to rule the province
(effected by source holding only)
b. Above normal maximum the regent must get 10+level he is attempting
to
rule to.
eg: a level 5/0 province
would require a roll of 15+ to rule
successfully.
c. A level 10 province is only possible in plains (or province with
terrain maximum of 10)
d. To rule to level 10 require a natural 20
e. Once a province become level 10 it is possible to rule it again
(20+
again). If you are successful part of the province splits off to become
a city (Urban terrain) while the rest remains as a province (5/0) or
(7/0) depending on the normal maximum. It can not be ruled again after
that.
This is something I was thinking about last night and would like see
what everyone thinks.
NOTE: In my campaign I do not allow RPs to be spent on rule action so
it
become a lot harder to rule a province to level 10, especially if an
enemy mage is opposing the actions (or even a friendly mage)
--
Ian Hoskins
e-Mail: hoss@box.net.au
ICQ: 2938300
Home Page: http://darkstar.cyberserv.com
>From the Darkness we came,
and to the Darkness we will return.
************************************************** *************************
To unsubscribe from this list send mail to majordomo@mpgn.com with
the line
'unsubscribe birthright' as the body of the message.
- --------------E8C9ACA90CB591D387A4DCEE--
-
02-10-1998, 02:42 PM #4DarkstarGuest
Alternative Ruling of Provinces
Memnoch wrote:
>
> Actually, these are already in the rulebook ... Check out the Maximum
> levels by terrain types in the BR Rulebook in the Domain Design Section.
> Also, just previous to the master list of actions in the BR Rulebook is an
> paragraph or two on how to do actions. It already states that in order to
> rule from a level 5 to a level 6 province, it takes a 16 or better success
> chance and not a 10+...
Yes I was aware of that paragraph. What I do in my game however is not
allow the use of RPs in rule actions so ruling a province is 10+ and can
only be modified by the level of any sources in the province.
Then once it reaches the maximum (plains = 5/0) and a player wants to
rule a province from 5/0 - 6/0 he would need to get 16+ on the roll,
again not modified by RPs.
I do it this way to slow down the population increase in my campaign. If
I allowed RPs to be spent then there would quickly be a large number of
10/0 province all over the place. This way it takes ages to rule up a
province, which is how I want things.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
ICQ: 2938300
Home Page: http://darkstar.cyberserv.com
>From the Darkness we came,
and to the Darkness we will return.
-
02-10-1998, 08:55 PM #5c558382@showme.missouri.Guest
Alternative Ruling of Provinces
On Tue, 10 Feb 1998, Mauricio Muñoz Lorenzo wrote:
> ...I normally use to make a little harder the ruling of a province +5
> level higher adding a year + 1d10 turns , becouse it´s impossible to
> receive or find 20.000 or more people in just 3 months.
It's one of the reasons that I recommend considering some increases beyond
level five to be increases into new economic activities rather than just
another "x" thousand people working hard. Consider that during our
period, service industries, banking, law, education, &c really take off.
If we assume that levels 1-3 are primarily concerned with subsistance
(farming, hunting, gathering, fishing), and industry really takes off with
levels 4 and 5, it seems reasonable to consider level six to include
services.
Kenneth Gauck
c558382@showme.missouri.edu
-
02-10-1998, 10:21 PM #6James RuhlandGuest
Alternative Ruling of Provinces
> I do it this way to slow down the population increase in my campaign. If
> I allowed RPs to be spent then there would quickly be a large number of
> 10/0 province all over the place. This way it takes ages to rule up a
> province, which is how I want things.
>
That's what I was fearing in my earlier screed on population levels n pop
growth; since it's actually pretty rare that pop levels go down (in actual
game play, people like to capture intact provinces rather than devistate
them, except they're only too happy to burn down the holdings of their
enemies). Lots of players, over time, can accumulate quite a stockpile of
Regency. Now, Darkstar doesn't permit the use of Regency for *any* rule
action (including holdings), at least in the PBeM game. I just suggest that
RPs not be allowed to be spent for any Rule action used to increase the
Province level. IMO, especially in a "small" realm with a few provinces,
they will quickly find a way to "max" them out (I.E. if you have a plains
province, once it's already 5/0, no mage will care if it becomes 10/0,
because the source is already as weak as it's going to be.)
As a Player, when/if I rule provinces, I love to be able to quickly
develop them. But I also understand that things can quickly get out of hand
if not controled. A lot of players will practice self control. But in large
games, especially PBeM games, a kind of "development race" can occur; if
the guy over the border is showing no restraint, you're doomed if you hold
yourself back. (A similar thing reciently happened with regards to Trade
Routes realm actions, resulting in scores of TRs being created in one turn
because no one wanted to loose the opportunity to someone else, and
everyone wanted to maximize their cash potential as quickly as possible. I
participated in that one, to the tune of 12 TRs attempted in one action, 10
of which succeeded. . .)
There's usually a lot of talk about how to achieve and maintain game
ballance in this list, but it usually has to do with magic items and player
races (I.E. the periodic upheavals about Elves), and few people seem
concerned about how the use of actions, especially Rule and Realm type
actions, can destabilize a game if moderation is not enforced. Usually a
rule is the best way to enforce it in a fair fashion, because we all know
(and some of us, yes, I'm a munckin at heart, are) powergammers and rules
lawyers. If there's a rule, the DM can enforce it, fairly for everyone. If
not, you have to count on the good behavior of all your players (show of
hands among the DMs out there; who can *always* count on the good behavior
of *all* their players, without using. . .er, encouragement tactics?
Anyone? Anyone? Beuller?)
-
02-11-1998, 06:37 AM #7simong@mech.uwa.edu.auGuest
Alternative Ruling of Provinces
>Regency. Now, Darkstar doesn't permit the use of Regency for *any* rule
>action (including holdings), at least in the PBeM game. I just suggest that
>RPs not be allowed to be spent for any Rule action used to increase the
>Province level. IMO, especially in a "small" realm with a few provinces,
>they will quickly find a way to "max" them out (I.E. if you have a plains
>province, once it's already 5/0, no mage will care if it becomes 10/0,
>because the source is already as weak as it's going to be.)
Just a quick query on that point - if the regent is not allowed to spend
RPs to increase the chance of the rule action, does this also mean that a
wizard regent cannot put in RPs to decrease the chance of a rule action
when his source holdings are in danger of being reduced (thus saving his
holdings from total collapse)?
I guess in a way this would simulate the mystical power of magic in BR
(being able to affect the rule action).
Simon
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