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  1. #11
    Senior Member arpig2's Avatar
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    Quote Originally Posted by Delazar View Post
    Where can I find this RoE? I'd be interested to read how they tackled the matter.
    Here's a PDF version of the RoE rules I made.
    https://www.dropbox.com/s/1yvx2qs7d4...1-01-29%29.pdf
    Call me Bob.
    My website: NRGGames.org
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  2. #12
    Senior Member Delazar's Avatar
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    Quote Originally Posted by arpig2 View Post
    Here's a PDF version of the RoE rules I made.
    https://www.dropbox.com/s/1yvx2qs7d4...1-01-29%29.pdf
    Woah, 279 pages! Wonderful work!

    That will take a bit to absorb, but It will be interesting, thanks!

  3. #13
    Senior Member arpig2's Avatar
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    It is indeed wonderful work, but it isn't my work, it is all Bjørn's (I think he is Green Knight on here), I just took his Word file and converted it to PDF and added the bookmarks.
    Call me Bob.
    My website: NRGGames.org
    My game design blog: Bob's Worlds

  4. #14
    Senior Member Delazar's Avatar
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    I had a look at the RoE ruleset, it's definitely "too detailed" for my needs.

    I'm thinking of going with some simle rule in order to limit Province Level raising too fast, and to limit level for certain cultures.

    Something along the lines of:

    Rule Province:
    This action takes a Domain Turn (meaning three consecutive Domain Actions) to perform.
    You must spend RP & GB equal to 3 times X*.
    Success number is 10 + X*.
    You cannot spend RP to improve your chances of success.
    You have a modifier on the roll based on the culture of the Province (which is not necessarily the same as your culture).

    Anuireans, Brecht, Khinasi = +0
    Rjurik = -3
    Vos, Goblinoids = -6

    A roll of 20 is always a success.

    * Current Province Level +1

    May be too harsh...

  5. #15
    Senior Member arpig2's Avatar
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    May be too harsh...
    Well the province ruling rules have always been the weak point of Birthright, realism-wise.
    Call me Bob.
    My website: NRGGames.org
    My game design blog: Bob's Worlds

  6. #16
    Site Moderator AndrewTall's Avatar
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    Quote Originally Posted by Delazar View Post
    May be too harsh...
    Not necessarily, I worked along the lines of cost=desired province level squared, with the construction rules used to recognise the time required. The non-linear scale meant that ruling 1-2 was easy, 3-4 was a long term goal, and raising 5 or higher a table-top only sort of thing. Although I did consider various "softening" dm-fiat things like adventure outcomes, war-driven migrations, and so on - basically I didn't want high level provinces popping up willy-nilly "over-night".

  7. #17
    Senior Member Delazar's Avatar
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    I guess I'll go for it and see how it pans out... thanks everybody for the inspiring comments!

  8. #18
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    I would suggest using a modifier based on climate rather than on culture. Looking at the Rjurik, Vos and Goblin realms, some of them are actually rather developed. Thurazor, for example, with two provinces each of (4), (3) and (2) is more or less comparable to its neighbours in Talinie and Dhoesone, or even to those further south such as Alamie. Molochev has very decent province levels as well, and Kal Kalathor of course has the second highest province level in Cerilia after the Imperial City.

    On the other hand, most of the very undeveloped realms tend to be very far to the north, like Hogunmark, Hjolvar or Velenoye. The western Khinasi realms are mostly very undeveloped outside of the capital city as well.

    So that suggests we're actually seeing an effect of climate and terrain. So instead I would perhaps try something like:
    Arctic, desert = -6
    Subarctic, arid = -3
    Others = 0

  9. #19
    Senior Member arpig2's Avatar
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    The RoE rules take climate, terrain, race AND culture into account.
    Call me Bob.
    My website: NRGGames.org
    My game design blog: Bob's Worlds

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