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  1. #1

    [BIRTHRIGHT] Home grown rul

    - -----Original Message-----
    From: Jim Paterson
    Date: Thursday, August 06, 1998 9:04 AM


    >
    >6.1.1 TIMBER*; Any province with forests can develop timber. Adds +1 to
    building
    >time die rolls. Timber developments are required before a forge, advanced
    forge or
    >shipyard can be built. Timber depletes magic.
    >


    By how much is magic depleted? I assume we are talking Source here.

    >
    >6.1.2 CROPS;** any grasslands or steppe province can develop crops adds
    +1GBs to
    >the tax roll of a province in all Spring, Summer and Autumn turns that a
    "no event" is
    >rolled. Crops also lessen the effects of famines.
    >


    Again, how does it affect Famine? In what way is it reduced?

    >
    >6.2.1 MINES*; Mines are marked on the map. Add +1GBs to foreign trade links
    from
    >the entire realm. Mines can deplete magic.
    >


    Same here as with Timber, by how much is the Source reduced?

    >
    >6.3.2 GEMS or IVORY; Gems and Ivory symbols are printed on the map. Gems
    and
    >Ivory double the value of all trade links from the province in all seasons
    except winter.
    >
    >6.3.3 MITHRIL or GOLD. Gold doubles the number of trade links the realm may
    >have.
    >


    Shouldn't these affect Sources as well? And what is the upper limit (at some
    point these resources should run dry, this could apply to Timber, and Mines
    as well)?

    Sepsis, rtifft@usa.net

    "War is a matter of vital importance to the State;
    the province of life or death;
    the road to survival or ruin.
    It is mandatory that it be thoroughly studied."
    -Sun Tzu,(The Art of War)-

    BR Netbook - http://www.geocities.com/Area51/Vault/6396/birth.html

  2. #2
    Memnoch
    Guest

    [BIRTHRIGHT] Home grown rul

    - -----Original Message-----
    From: Jim Paterson
    To: birthright@MPGN.COM
    Date: Thursday, August 06, 1998 7:43 AM
    Subject: [BIRTHRIGHT] - Re: [BIRTHRIGHT] Home grown rules


    >At 08:28 PM 5/08/98 -0400, you wrote:
    >
    >>You said (I cut it) that you took out the Blood and Abilities rules, which
    >>is fine, but what have you done about Regency Points? We've had some
    debate
    >>before about non-blooded regents, I'm interested in hearing your take on
    it.
    >
    >We still use them as is, but call it "Regency Strength". It is a
    characteristic
    >added to the characters stats, it's gained and lost the same as in the
    standard rules.
    >
    >>>Can someone explain the "Barred actions" for wizard regents to me
    >
    >> If a wizard controls ONLY sources, then there are actions he cannot
    >>perform. If he controls other holdings or provinces, that chart doesn't
    >>apply.
    >> I think the rationalization is that a source doesn't really provide a
    >>connection to the people, like the other holdings do, so actions which
    >>affect people are harder to perform for a regent who controls only
    sources.
    >
    >Does this mean a wizard doesn't need a guild holding to set up a trade
    route?


    A level 7 source allows the wizard the equivalent of a level 0 guild
    holding. However, with this "guild" holding, he can only establish trade
    routes, not anything else...




    >Anyhow here are some of my rules; the numbers are mine and have nothing to
    do with
    >birthright rules
    >
    >6.0 New Actions
    >
    >6.1 Build, Free, Develop, 1 to 6 GB. Success 5+
    >
    >Allows the regent to develop a resource in the realm. Resources can be --
    Mines,
    >Woods, Stock, Fur, Crops, etc etc.
    >
    >6.1.0 Common Developments; can be developed in any province that suits
    cost 1GB
    >
    >6.1.1 TIMBER*; Any province with forests can develop timber. Adds +1 to
    building
    >time die rolls. Timber developments are required before a forge, advanced
    forge or
    >shipyard can be built. Timber depletes magic.
    >
    >6.1.2 CROPS;** any grasslands or steppe province can develop crops adds
    +1GBs to
    >the tax roll of a province in all Spring, Summer and Autumn turns that a
    "no event" is
    >rolled. Crops also lessen the effects of famines.
    >
    >6.1.3 CLOTH CROP;** Any temperate grasslands plains province with a river
    can
    >grow cloth, cloth adds +1GBs to trade routes with other realms for the
    province with cloth.
    >
    >6.1.4 LIVESTOCK;** Livestock may be developed in any grasslands, steppe,
    hills and
    >some mountains provinces. Live stock adds +1GBs to tax rolls in all seasons
    when a no
    >event is rolled and +2GBs in spring turns when a no event is rolled.
    >
    >6.1.5 FISHING.** Adds +1GBs to tax rolls in all seasons except winter.
    Fishing may
    >only be developed in a coastal province.
    >
    >6.1.6 BEER or WINE. Any province with hills and rivers can develop wine.
    Wine adds
    >+1GBs to guild roll of that province all year round if a no event is
    rolled. Wine may
    >also be developed by temples in which case it adds +1GBs to temple rolls
    all year round
    >when no event is rolled.
    >
    >* A road must lead from the timber development to the work face to gain the
    bonus.
    >this is a one of, multiple timber developments don't give multiple +1 to
    building.
    >** Guilds can also have these developments, but whoever develops it, only
    one may
    >be developed in each province.
    >
    >:note to listmembers; on my campaign map I have the following items marked
    on the
    >map they represent deposits of rare materials, and are quite often fought
    over.
    >
    >6.2 Uncommon Developments; are marked on map cost 1-3 GBs to develop
    >
    >6.2.1 MINES*; Mines are marked on the map. Add +1GBs to foreign trade links
    from
    >the entire realm. Mines can deplete magic.
    >
    >6.2.2 HORSES; Stock symbols are marked on the map. Add +1GBs to all foreign
    >trade links from the realm, also pay 25% less to muster cavalry troops if
    the
    >stock is horses.
    >
    >6.2.3 FUR; Fur symbols are marked on the map. Add +2GBs to trade links from
    the
    >province with fur only.
    >
    >6.2.4 HOLY SITE. Doubles income of temples in the province during the DT in
    which
    >falls the festival of that god. Also adds +1 to the temple level allowed in
    the province.
    >If the Holy site is of an unknown god in that province, then development
    will mean a trail
    >pilgrims crossing the realm during the festival of that god.
    >
    >6.2.5 MAGIC VORTEX. Doubles the province owned souses strength once per
    year
    >at mid- summer, it also allows the sours level in the province to exceed
    it's maximum by one.
    >
    >6.3 Rare Developments (marked on the map) Cost 1-6 GBs to develop
    >
    >6.3.1. SILK. Silk symbols are printed on the map. silk developments add
    +2GBs to all
    >foreign trade links the realm has.
    >
    >6.3.2 GEMS or IVORY; Gems and Ivory symbols are printed on the map. Gems
    and
    >Ivory double the value of all trade links from the province in all seasons
    except winter.
    >
    >6.3.3 MITHRIL or GOLD. Gold doubles the number of trade links the realm may
    >have.
    >
    >Each trade route may only be affected by one of the above, no multiple
    benefits.
    >
    >The benefit gained from one of these developments is void if the trading
    partner
    >already has similar trade goods from some other trade source. Rather than
    figure
    >this out or if the trade route is overseas, an option is to roll a D20 when
    you
    >set the trade route up, if the roll is 10+ for common items then the
    partner already
    >has the good, likewise a roll of 15+ for uncommon goods mean they already
    have that
    >produce, and a roll of 20 means they already have you rare item, thanks
    very much,
    >and require no more.
    >
    >
    >
    >
    >
    >
    >
    >
    >
    >
    >
    >Cheers; Jim Paterson
    >
    >
    >
    >
    >
    >
    >
    >
    >
    >************************************************* **************************
    >>'unsubscribe birthright' as the body of the message.
    >

  3. #3
    Gary V. Foss
    Guest

    [BIRTHRIGHT] Home grown rul

    Harding Nick MMUk wrote:

    > > >A level 7 source allows the wizard the equivalent of a level 0 guild
    > > >holding. However, with this "guild" holding, he can only establish
    > > trade
    > > >routes, not anything else...
    > > rest of message
    > >
    > This was always one of the birthright rules to send you a little
    > crazy as it is a little ambigous. I presume it was written to allow
    > mages to generate GB's when they have 0 (ie they don't have the cash to
    > build a 0 level guild).
    > The rules say that it is an equivalent of a 0-level guild, does
    > this effect the number of guild holdings available in a province because
    > in a non-elven area the maximum a province could be is 2/7 thus allowing
    > one guild, and if someone else has that guild?
    > This situation has only come up once in my experience, I allowed
    > the mage to export from his forest creating a trade route of spell
    > components and healing herbs (they had Herbalism NWP). One friend
    > mentioned he was in a campaign as a CE True mage and he used several
    > swamp sources as an area for growing drugs.
    > If you want to use this rule do so, but you may have to find a
    > rationale to use it. ( It never generates a large amount of cash as one
    > end of the trade route is always small).

    The big exception to this last bit is for elves, who can rule up their
    provinces without affecting the source holdings. You could wind up with a 7/9
    province, which would generate pretty good money for someone controlling the
    source....

    As for how to justify the trade route, I don't have a real big problem with
    it. I mean, it's a pretty blatant attempt to level the playing field for mages
    (who get a little screwed in the domain rules for BR) but it makes a certain
    amount of sense. If a mage is that in touch with the area, the BoM describes
    him as being in touch with the area to such an extent that the animals don't
    molest him, etc., then he would probably have a pretty good idea exactly what
    was in the province. I mean, he could locate the expensive, highly sought
    after truffles without the aid of a snuffling porker, find the occasional
    placer deposit of gold or whatever.

    Of course, it doesn't make sense that temple holdings couldn't have the same
    sort of effect. Why wouldn't there be a trade in those silly religious
    knock-offs from a great temple? Ever visit a big cathedral or the vatican?
    Their always selling trinkets and souvenirs. Someone could just as easily do
    the same thing in BR. Of course, it would mean adding a level of tackiness to
    the game, so I would be opposed to it for esthetic purposes, but it makes as
    much sense (maybe more) than sources giving one a trade route.

    - -Gary

  4. #4
    Daniel McSorley
    Guest

    [BIRTHRIGHT] Home grown rul

    From: Harding Nick MMUk
    >> >A level 7 source allows the wizard the equivalent of a level 0 guild
    >> >holding. However, with this "guild" holding, he can only establish
    >> trade
    >> >routes, not anything else...
    >> rest of message
    >>
    > The rules say that it is an equivalent of a 0-level guild, does
    >this effect the number of guild holdings available in a province because
    >in a non-elven area the maximum a province could be is 2/7 thus allowing
    >one guild, and if someone else has that guild?
    >
    0-level holdings don't count against the limit.

    Daniel McSorley- mcsorley.1@osu.edu

  5. #5
    Memnoch
    Guest

    [BIRTHRIGHT] Home grown rul

    > This was always one of the birthright rules to send you a little
    >crazy as it is a little ambigous. I presume it was written to allow
    >mages to generate GB's when they have 0 (ie they don't have the cash to
    >build a 0 level guild).
    > The rules say that it is an equivalent of a 0-level guild, does
    >this effect the number of guild holdings available in a province because
    >in a non-elven area the maximum a province could be is 2/7 thus allowing
    >one guild, and if someone else has that guild?


    No, for two reasons. One is that the actual holding is a source that is
    "acting" as a 0 level guild, not an actual guild holding. Second,
    (depending if you don't accept the first reason) a 0 level holding (of any
    type) doesn't count toward the limit of holdings in a province based upon
    its level.

    > This situation has only come up once in my experience, I allowed
    >the mage to export from his forest creating a trade route of spell
    >components and healing herbs (they had Herbalism NWP). One friend
    >mentioned he was in a campaign as a CE True mage and he used several
    >swamp sources as an area for growing drugs.
    >
    > If you want to use this rule do so, but you may have to find a
    >rationale to use it. ( It never generates a large amount of cash as one
    >end of the trade route is always small).
    >
    Well, remember, that in order to establish a trade route, the mage regent in
    question does have to have a guild in the terminating province. So, this
    leaves him in a bit of a bind. He can either establish a guild holding in a
    province (possibly encroaching on another's territory, or have to establish
    the route to another level 7 source or better.
    Gotta love politics!

    Memoch

    >************************************************* **************************
    >>'unsubscribe birthright' as the body of the message.
    >

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