Results 1 to 6 of 6
  1. #1
    Tim Nutting
    Guest

    Why no BR (who needs bloodlines

    Actually, in all the huff about what to do to make it fair for nonblooded
    rulers? I've got the simple answer. Non-blooded rulers automatically meet
    MINIMUM RP requirements for an action, and that is it. They may never
    accrue an RP score, and can only affect outcome by gold at the rate of 5GB
    per RP (totally arbitrary and unfounded)

    Investiture is a ceremony that simply affirms the regent as being chosen by
    god, and in my alternative game is not necessary, though I have yet to work
    out an affirmation. In the case of a republic, the vote of the ruling body
    (senate or populace) simply counts as an investiture. Any magical effects
    are null and voided, however, and a non-blooded regent gets no special
    bonuses. too bad...

    I guess when the stuff of gods flows through the old clicker you can do some
    more stuff than those poor measly mortals, eh?

    nuff of this :)

    Tim Nutting

  2. #2
    Timothy R. Haney
    Guest

    Why no BR (who needs bloodlines

    Tim Nutting wrote:
    >
    > I guess when the stuff of gods flows through the old clicker you can do some
    > more stuff than those poor measly mortals, eh?

    First off, let me say I like the bloodline concept (Really!). But, I
    also would like to have my game fairly low level of magic (I have a
    setting for high magic). I thought the best way to ensure that is to
    have new characters roll for a chance to have a bloodline (using the
    method as rolling for psionic wild talents). In this, there will be few
    true mages from the characters or the setting. I was hoping that the
    new Birthright hardcover would have had non-blood required regent rules
    (making them useful for all settings) so that even those non-blooded
    character have the chance to become regents later without rolling new
    characters. I guess my idea that having divine blood is nice but
    shouldn't be something you just pick like the type of weapon you will
    use :) And it shouldn't be necessary for ruling domains (though comes
    in handy) but that wouldn't be a problem if there weren't so many
    regents with bloodlines already making characters without bloodlines
    have a handicap they can't recover from. Since I don't plan to use the
    regent rules anyway, I'd probably just treat domains the old way I
    learned in D&D. Well, enough of my rambling. Just a thought from the
    poor measly mortal side :)

    - --
    Timothy R. Haney
    galwylin@airnet.net

    The Tome of Galwylin - http://www.airnet.net/galwylin/
    Galwylin's Bookshop - http://www.airnet.net/galwylin/bookshop/

  3. #3
    JulesMrshn@aol.co
    Guest

    Why no BR (who needs bloodlines

    The first question is, why is there a non-blooded ruler in a BR Campaign. Are
    they from one of the Sourthern Continents?

    Ok, here is how I used Non-Bloodeds from the South:

    1) No RP no probelm.
    They rule through money. Everything with RP Cost is substituted in GoldX3
    (Except Diplomacy where the cost is x2)
    Priest gain power through Special Holy stones(Idea from the Tome of Magic)
    that focus peoples worshiping. They use these stones to cast things similar
    to Realm Spells, though they need a circle of 10 preists and one of 13th level
    or better to lead the casting. Their power is granted by Azari or any other
    evil or corrupt god,. The good things about these stones, once charged, they
    can be brought with the preists. Blooded Preists will loose all of their
    2)Success.
    Same but can be modified by GoldX2
    Rule Province Pure success roll, allowed to spend 2 gold vs every RP spent
    against it.
    3)Actions not allowed:
    Any Wizard action
    Investiture:Priests cast a realm spell called Land Grant, removing any blooded
    control of the province. By doing this the focus of the land RP is sent into
    one of the preistly stones and allows the Landed Non-Blooded regnt to keep any
    other from investing his land. As long as that stone remains intact and
    within the borders of the province, the province can not be invested!

  4. #4
    Jim Cooper
    Guest

    Why no BR (who needs bloodlines

    Tim wrote:
    > Non-blooded rulers automatically meet MINIMUM RP requirements for an action, and that is it.<

    Actually, I've got a simpler answer: eliminate RP requirements for ALL
    actions. Now, RPs are used by the blooded to enhance the actions they
    do, which is what the designers intended them for anyway, right? Simple
    change RPs to GBs in the requirement line. Now, anyone can do an
    action, but having RPs allows for a much better chance at success.

    > They may never accrue an RP score, and can only affect outcome by gold at the rate of 5GB per RP (totally arbitrary and unfounded)<

    I wouldn't go that far. A simple 1 for 1 conversion, on actions that
    allow GBs to be spent to help the action is sufficient I would think.
    There is no need to hamstring those not gifted with the blood; the
    blooded have enough advantages already - doing the above would start to
    make BR unappealing and too limiting a game.

    Cheers,
    Me

  5. #5
    darkstar
    Guest

    Why no BR (who needs bloodlines

    Jim Cooper wrote:

    > Actually, I've got a simpler answer: eliminate RP requirements for ALL
    > actions. Now, RPs are used by the blooded to enhance the actions they
    > do, which is what the designers intended them for anyway, right? Simple
    > change RPs to GBs in the requirement line. Now, anyone can do an
    > action, but having RPs allows for a much better chance at success.

    Here is some information that I created a while back. It was originally
    for my Adurian expansion, before that was changed to include blooded
    regents (after Ed's explanation of how they could exist).
    Enjoy...

    Regency:
    The mystical power associated with Blooded rulers and leaders is not as
    common in Aduria. Certainly there are a few that have
    Bloodline, but it is not common place as in Cerilia. Most of the rulers
    are Unblooded and so do not collect Regency Points. This means
    that a Blooded ruler would have a great advantage in Aduria over the
    current unblooded rulers.

    In Cerilia there are around two thousand or so Blooded Scions, while in
    Aduria the number is more like four or five hundred, with
    most of the kingdom on the continent having never been ruled by a
    Blooded regent. About two thirds of this number are actually
    members of the Skissshar race, who stole the bloodlines of many of the
    Adurian survivors of Deismaar. The rest are travellers from
    Cerilia, the Dwarves from Dunedin, or the Lost, who Azrai gave
    bloodlines to before Deismaar.

    Blooded Scions are unwelcome in large areas of Aduria, especially in the
    Adurian Empire where the priests of Azrai will hunt them
    down and kill them should they be discovered. A Scion of Azrai however
    may be treated differently however, especially if the priests
    think it could improve their power in the Empire to have a messenger of
    Azrai around. Awnsheghlien are killed on sight though.

    The Domain:
    The domain of an unblooded regent in Aduria can take many forms, but
    they are divided even more along class lines that in Cerilia. In
    most realms it is very unlikely to find a priest who rules provinces, or
    a merchant with temple holdings. Magicians, and Rangers are
    very unlikely to ever rule a province or a holding.

    Provinces, like those in Cerilia, are generally political or terrain
    divisions in a kingdom. Because of the size of some of the Adurian
    Empires, with four numbering more than one hundred provinces, and many
    others larger than any of the Cerilia kingdom, an area of
    land the size of a province has become less important. Instead regions
    the size of entire kingdom are considered.
    In the Adurian Empire, which is ruled by an Emperor, there are six
    Governors who each rule large states with around thirty provinces
    each, as well as several protectorates, also ruled by a Governor. Other
    lands also have similar arrangements. The actually ruler of the
    entire Empire may control very little in the way of land, but he rules
    over a vast areas through Governors or Princes, usually appointed
    by him. When this occurs the Emperor usually taxes an entire State,
    rather than each individual province, leaving the taxes of the
    people up to the Governors.

    The Holdings and Assets controlled by a ruler are very similar to those
    in Cerilia, except for source holdings, which are held by only a
    very few regents indeed.
    Guild holdings usually represent trade companies rather than actual
    businesses. Because trade is so important in Aduria, especially in
    regions where food and natural resources are scarce then merchants can
    grow extremely rich transporting goods around the
    continent. Both the Adurian Empire and Nehalim have very good road
    networks, while in the southern lands trade is conducted by
    boats. Some guilds however may also be made up of miners or foresters
    who control the income of a small number of provinces. These
    guild however do not usually grow that large, and if they do soon change
    into full trade guilds.
    Law Holdings in Aduria can be very varied, as in Cerilia. In lands such
    as the Adurian Empire the law is strictly enforced by the
    Legions while in other lands there may be almost no law at all.
    Temples in Aduria tend to be very violent towards those who do not
    support their views. The temple of Azrai in the Adurian Empire has
    been fighting an ongoing war of influence with the Emperor for control
    of the Empire. This has been fairly civilised, but in other
    lands warfare between religious orders and those who do not agree with
    their god are commonplace.

    Loyalty:
    Like lands ruled by a Blooded regent those ruled by an Unblooded ruler
    have a loyalty level which can be influenced by events that
    occur in the province. The people of Aduria however do not see their
    rulers as being anything special and so rebellions are more likely.
    If anyone has enough money to fund an army in a province, and the
    loyalty is poor or worse then it is likely that the people of the
    province will join with the army to throw out the current rulers. This
    occurs quite often in some of the smaller kingdoms, especially
    those in the south and control is usually given to however as the most
    powerful army.
    If a Unblooded ruler does not have a law holding in a province then the
    loyalty level will drop by one grade each turn, until the
    province rebels and breaks away from the rulers control, or the ruler
    sends troops to maintain order.

    Investiture:
    Unblooded regent do not have any connect to the land, and so provinces
    they rule have not been invested to them. Instead the
    provinces can be considered occupied by their armies. This type of
    occupation however does not cost anything to maintain. However as
    noted above a regent must have a law holding or troops in a province to
    maintain the loyalty or the people or they will either elect a
    new ruler of their own or side with another kingdom.
    Because they regent lacks a bloodline it is however impossible to invest
    holdings and provinces. Each province must be conquered by
    the regents armies, and holding must either be captured or destroyed and
    replaced with the regents own. It is almost impossible to
    convince law and temple holdings to change allegiances, so these usually
    must be destroyed and then the regent can build his own to
    replace them. Guild holdings however may sign up with a new regent if
    both sides agree to the transfer.

    Vassalage:
    As Unblooded regent do not collect regency oaths of vassalage are
    instead more like trade agreements. Usually the vassal will elect to
    serve a more powerful ruler in return for protection from enemies (or
    the powerful rulers own armies). In return they will give a
    portion of their tax income over to their new liege.

    Tax Collection:
    Just because an Unblooded regent lack a connection to the land does not
    mean that he can not collect taxes. In realms of high law this
    usually proceeds without any trouble, but in regions where a ruler has
    no law holdings then he had better send some troops with his
    tax collectors or the people may refuse to pay.
    Use the tables in the Birthright Rulebook to determine tax and
    collection income, however the DM may also rule that no tax is
    collected if the Unblooded regent does not have enough influence in a
    province.



    Part 3: Domain Actions:

    Adventure:
    Type: Character
    Success: Special
    Base Cost: None
    Aduria's Kings and Emperors are usually less inclined to go off on
    Adventures, preferring to send in the army if there are any
    problems. There is nothing however to stop them doing so. The cost in
    time and gold are the same as in the Birthright Rulebook.

    Agitate:
    Type: Domain (Priest: Free), Realm
    Success: 10+
    Base Cost: 2 GB
    This actions is basically the same as what is set out in the Rulebook,
    however Unblooded regents can spend only gold to improve the
    success chance.

    Build:
    Type: Free
    Success: 5+
    Base Costs: 1 GB+
    As in the rulebook.

    Contest:
    Type: Domain, Realm
    Success: 10+
    Base Cost: 1 GB
    The results are the same as in the Rulebook, but no extra can be spent
    to improve the success chance of this spell. Regents with a
    similar holding type can influence the roll. This means that a regent
    with a large holding in a province is very difficult to dislodge. The
    province ruler can not influence the roll as he lack the connection with
    the people and the land that a Blooded regent has.

    Create Holding:
    Type: Domain
    Success: 10+
    Base Costs: 1 GB
    This is exactly the same as in the Rulebook, except an Unblooded regent
    can not spend RPs to improve the success chance.

    Declare War:
    Type: Free
    Success: Special
    Base Cost: None
    Aduria's rulers do not follow the rules of war as do the Anuireans and
    are constantly sending armies off to fight each other. Conquest
    and war are seen as the only way of spreading influence across the
    continent and most kingdom and Empires have large professional
    armies ready to move at a moments notice. An Adurian ruler does not need
    to actually declare to his enemy that he is going to attack,
    and few ever do, instead sending their armies to do the talking for
    them.

    Decree:
    Type: Free
    Success: Special
    Base Cost: 1 GB
    Same as in Rulebook.

    Diplomacy:
    Type: Domain
    Success: 10+
    Base Cost: 1 GB
    Same as in Rulebook, except no RPs can be spent to influence the
    diplomacy. Gold however can be used instead of Regency.

    Disband:
    Type: Free
    Success: Automatic
    Base Cost: None
    Mercenaries in Aduria are far more organised and disciplined than in
    Cerilia. As long as they have been paid their fee they will cause
    no trouble when they are disbanded.

    Espionage:
    Type: Domain (Thief: Free)
    Success: Special
    Base Cost: 1 GB
    The rule for espionage follow those in the Rulebook, except no RPs can
    be spent on action of course. In Aduria most lands have
    specialised espionage rings that are used to keep an eye on their
    enemies. These are usually far more organised than those that have
    been set up in Cerilia.

    Finances:
    Type: Free
    Success: Automatic
    Base Cost: None
    As in Rulebook. In the Adurian Empire until recently it was very common
    for Governors of the various states and protectorates to
    remove vast sums of money from the treasuries they looked after for
    themselves and little was done about it. Now however the new
    Emperor regularly sends investigators to check up on his Governors and
    ensure they are not stealing from the Empire.

    Forge Ley Line:
    Type: Domain
    Success: 5+
    Base Cost: 1 GB
    This action is not available to unblooded regents.

    Fortify:
    Type: Domain
    Success: 2+
    Base Cost: 1 GB
    As in Rulebook. Generally these fortification tend not to be castles,
    but rather purely military structures such as forts, guard towers,
    and fortified barracks.

    Grant:
    Type: Free
    Success: 10+
    Base Cost: Varies
    As in Rulebook.

    Hold Action:
    Type: Free
    Success: Automatic
    Base Cost: None
    As in Rulebook.

    Investiture:
    Type: Domain, Realm
    Success: Special
    Base Cost: Special
    This action in not available to unblooded regents.

    Lieutenant:
    Type: Character
    Success: Special
    Base Cost: None
    As in Rulebook.

    Move Troops:
    Type: Free
    Success: Automatic
    Base Cost: 1 GB
    As in Rulebook. The one exception to this is inside the Adurian Empire.
    That nation has set up a network of roads, garrisons etc that
    enables it to move troops around its provinces at no extra cost. No
    other kingdom has such a good network however and they must pay
    the normal cost of 1 GB for every 10 movement points.

    Ply Trade:
    Type: Character
    Success: Special
    Base Cost: None
    As in Rulebook. It is unlikely however that any of Aduria's rulers would
    ever stoop so low as to work on a common trade.

    Realm Spell:
    Type: Domain
    Success: Special
    Base Cost: Special
    This action is not available to unblooded regents.

    Research:
    Type: Character
    Success: Special
    Base Cost: 1 GB+
    As in Rulebook.

    Rule:
    Type: Domain, Realm
    Success: 10+
    Base Cost: 1 GB
    Ruling a holding or province is much more difficult if the regent does
    not have a bloodline. The action cost a minimum of 1 GB plus a
    number of GB equal to the holding level the regent wants to rule to.
    This number is doubled from provinces. The chance of success is
    10 plus the level of the holding or province that the regent wants to
    rule to.
    e.g. If a high priest wanted to increase his temple from level 4 to
    level 5 then he would need to spend 6 GB and roll above 15 on the
    dice roll. If it was a province it would be 11 GB and 15+
    The roll can be influenced only by regents with similar holdings. The
    roll to increase a province size can only be influenced by a
    wizards source holding.

    Trade Route:
    Type: Domain, Realm
    Success: 10+
    Base Cost: 1 GB
    As in Rulebook, although no extra RP or GB can be spent.

    Training:
    Type: Character
    Success: Special
    Base Cost: Special
    As in Rulebook.

    - --
    Ian Hoskins

    e-Mail: hoss@box.net.au
    Homepage: http://www.box.net.au/~hoss

    ICQ: 2938300 AIM: IHoskins

  6. #6
    Olesens
    Guest

    Why no BR (who needs bloodlines

    Tim Nutting wrote:

    > They may never
    > accrue an RP score, and can only affect outcome by gold at the rate of 5GB
    > per RP (totally arbitrary and unfounded)

    But also remember that most actions say you can spend RP and/or GBs to affect
    the roll. Now blooded regents will normally spend thier less-valuable RPs on
    improving actions, but unblooded ones'll have to spend gold. I would say a 3 GB
    per RP on actions which RP can only be spent (like Contest?).

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Bloodlines for D&D 3.5
    By BRadmin in forum Main
    Replies: 0
    Last Post: 08-26-2009, 06:59 PM
  2. bloodlines
    By Arentak in forum BRWiki Discussions
    Replies: 8
    Last Post: 07-01-2009, 08:29 PM
  3. Bloodlines
    By JD Sivyer in forum Main
    Replies: 3
    Last Post: 01-07-2007, 02:55 PM
  4. UA bloodlines for Br
    By the Falcon in forum The Royal Library
    Replies: 64
    Last Post: 11-02-2006, 01:13 PM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.