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  1. #1
    Daniel McSorley
    Guest

    Rules Variations

    I was thinking of a couple of rules variations that I may implement in my
    future games, and thought I'd run them by you guys.
    First, to reflect the difficulty in running large areas, an action taken
    far away from your capitol has a penalty. I'm thinking 1 point for every
    province away from the capitol, by the shortest route. Not insurmountable,
    but enough to make you see why vassals are a big bonus for large lands, and
    why the old Anuirean Emperors delegated everything to the 12 Duchies. It
    would also help explain the current fractured state of the nations, since by
    the rules as they stand now, the large realms have huge advantages that
    would let them conquor other, smaller lands, get more power, and keep going
    after bigger targets.
    Second, realm spells: I think paladins should get at least the ability to
    cast Investiture, since it's rather basic to temple holdings. The paladin
    would still have problems competing with other priests, but the temple
    itself wouldn't be cut off at the knees, since Investiture is one of their
    big things.
    I was having a thought about sources, too, but it isn't coherent yet, so
    I'll let you know after I let it simmer for a while.

    Daniel McSorley- mcsorley.1@osu.edu

  2. #2
    brenda santer
    Guest

    Rules Variations

    Daniel McSorely wrote:

    >I was thinking of a couple of rules variations that I may implement in my
    >future games, and thought I'd run them by you guys.
    > First, to reflect the difficulty in running large areas, an action taken
    >far away from your capitol has a penalty. I'm thinking 1 point for every
    >province away from the capitol, by the shortest route. Not insurmountable,
    >but enough to make you see why vassals are a big bonus for large lands, and
    >why the old Anuirean Emperors delegated everything to the 12 Duchies. It
    >would also help explain the current fractured state of the nations, since by
    >the rules as they stand now, the large realms have huge advantages that
    >would let them conquor other, smaller lands, get more power, and keep going
    >after bigger targets.

    Now this idea I like and it reflects something I have been thinking about
    lately.DMing the entire continent of Cerilia can make a person need to
    consider things like this :-) The way the rules sit, the biggest problem is
    the speed of sending troops from one part of the area to another if one
    part is attacked and the provinces that cam muster the most troops, or
    already have them in place happen to be far away from it. To my mind, that
    does not adequately cover the potential problems of making domain actions
    in far flung provinces in consecutive months, since some actions are more
    hands on than others. Hmmm, now I need to start where you have and go from
    there.

    > Second, realm spells: I think paladins should get at least the ability to
    >cast Investiture, since it's rather basic to temple holdings. The paladin
    >would still have problems competing with other priests, but the temple
    >itself wouldn't be cut off at the knees, since Investiture is one of their
    >big things.

    Here I disagree. Yes Investiture is basic to temples but so are priests.
    The paladin is not likley to have begun his own breakaway sect of the faith
    and have no priests around. Oh I know they get full regency from temple
    holdings so it seems logical that they have the temples so they should be
    able to invest.
    I think it would make more sense for them to get 1/2 regency from temples
    since they are Fighters after all, no matter how attuned to their gods.
    They are holy warriors in support of their faith, defending the temples and
    the priests who forge those temples. This is their primary concern I think.
    So I think they should need to have a priest do the investing for them, or
    at the very least NOT be able to use investiture until they are of
    sufficient level to cast priestly spells (which eliminates most paladins
    from doing investiture anyway).


    > I was having a thought about sources, too, but it isn't coherent yet, so
    >I'll let you know after I let it simmer for a while.

    Well handle that! Start thinking. Get coherent Daniel! I want to hear your
    idea.
    And while you are at it, hurry up and get back to your regular place of
    posting and being online. I miss your more regular input and comments.


    ****************************************


    Brenda Santer:

    mailto:bsanter@shaw.wave.ca

    ICQ:7059188
    AIM: Laerme

    ****************************************

  3. #3
    Gary V. Foss
    Guest

    Rules Variations

    Lawrence David Ruiz wrote:

    > I have been thinking alot about these sources also. As they are something
    > untainted, i.e. natural, like a tree, a spring, a geyser. my thinking is
    > why not a lava flow? along this same thread then would all sources be
    > located above ground?

    I don't see any reason why a lava flow can't be a source. As for them all
    being above ground, I don't think they have to be. If I remember correctly
    Rahil the Falcon controls some sources that are buried elven cities or
    something like that....

    Gary

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