User:AndrewTall/Random events mechanics
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I have split events into four types: Boons and minor, major or great problems, with boons being positive random events (sometimes even kings get lucky).
I would suggest that most unfortunate random events start out as minor, and progress to become major or great if mishandled as major problems rarely appear without some warning (great storms and earthquakes excluded) unless driven by an external force. Starting events small and having them worsen if uncorrected would also reduce the chance of a sudden huge regency loss from a bad die roll while still penalizing regents who ignore their subject?s needs.
|D20 roll||Event severity||DC of resolution|
|16+||Complete success||Situation dealt with thoroughly at negligible cost, any negative effect cost inherent in the event is eliminated to the maximum possible extent and the regent gains an appropriate amount of regency. If this was a great event the solution is treated as a renowned/epic deed in the service of the domain for future domain attitude checks.|
|10-15||Resounding success||Situation dealt with thoroughly at negligible cost, any negative effect cost inherent in the event is halved. The regent gains regency appropriate to the problem.|
|6-10||Good||Situation resolved at modest cost.|
|1-5||Fair||Event reduces in type by one level; if it was a minor event it is resolved.|
|(5) -0||Poor||The event continues unabated for a month, the regent must make another resolution check the next round or suffer the negative effect of the event.|
|(9)-(4)||Bad||The event increases in type by one level.|
|(<10)||Terrible||The event increases in type by two levels.|
domains than in small ones, this is a true for random events as it is for anything else. A ruler of a tiny realm may go years between some random event needs their attention, rulers of large realms may find themselves spending every moment rushing from one problem to the next. One reason why rulers of large domains need to create vassals and the like is because larger realms are simply ungovernable by a single figure.
The following impact the chance of a random event:
- The size of the holding - large holdings suffer more events
- The type of holdings held - source holdings are rarely affected.
- The population in the area - wild people suffer more events
- The Bloodline of the regent - regents with strong bloodlines suffer less insubordination
- Alignment differences - when regent and populace clash, the realm is less orderly
- Add 2% for every province level held
- Add 0.5% for every source level held
- Add 0.25% for every leyline in the domain
Stacking higher cost holding levels 'at the bottom', any holding levels in excess of the regent's bloodline have double the normal impact on random events.
- Civilized populations include most of Anuire and Brechtür, some Rjurik and Khinasi realms. They are realms in which most of the population is mostly law abiding and the general understanding is that one should act in accordance with ones social class.
- Decadent populations are found in a few Anuirean and Brecht realms and most Khinasi realms. Decadent realms are typically areas where the moral system is more 'flexible' than in more straight-laced areas. The core difference between decadence and civilization is the lack of a strong middle-class work ethic - those with wealth tend to feel they deserve it and that those without (for whatever reason) deserve their poverty - and can be justly exploited.
- Wild populations include orog populations, rebellious lands, some parts of Anuire (i..e. Osoerde) and most of the Rjurik highlands. People in wild lands see personal responsibility as key, central authority is weak, and it is often difficult for the law to impose order on the populace.
- Barbaric populations include goblins, Vos, and mercenary realms which hold no real loyalty to the crown. In barbaric realms the law of the ruler often reaches no further than the sword-reach of their minions, and might makes right as a general rule. Barbaric populations may ignore most minor events ? the event is lost in the general chaos and struggle, only major and great events need attention.
- The extreme sense of community spirit held by the dwarves makes their populations suffer few incidents, while the disinterested nature of the elves similarly makes them only rarely suffer events.
The race modifier affects anyone with a people-based holding (province, law, guild, temple) in the province of the appropriate population type.
- Decadent x 1.25
- Civilised x 1
- Wild x 1.25
- Barbaric x 2
- Elven x 0.5 (x2 for guild holdings, x3 for temple holdings)
- Dwarven x 0.75
- Unblooded: *2
- Tainted: *1.5
- Minor: *1
- Major: *0.75
- Great: *0.5
- True: *.25
paladin, priest), or is of a different race to the general populace apply the multiplier for each step of difference. Note that awnsheghlien are generally both monstrous and strongly aligned.
Alignment difference measures the number of movements required on the law-neutrality-chaos axis and the good-neutrality-evil axis to go from the ruler?s apparent alignment to the population?s alignment. A diametrically opposed ruler and population will cause frequent events as the population chafes under the unwelcome manner of rulership.
The alignment modifier applies for each province in which a holding is held (including the province itself) except for source holdings.
The maximum chance of a random event from a single roll is 50%, but any surplus over 50% results in a second roll at the total-50. So a huge realm with 120 points would roll 3 times for random events, with a 50%, 50% and a 20% chance of an event each turn. Given that the ruler has only 3 actions, they are likely to either need to create a vassal or consider divesting themselves of some of their holdings. A total over 150% could result in more than one event a month, the Dm could consider 'duplicate' events in neighboring provinces to reduce workload or increasing one of the events by a size category.
Certain types of random event are more or less likely to affect different holdings and populations.
For example wild realms will often suffer bandit raids, decade realms are riddled with corruption and intrigue. Natural and supernatural events affect all almost equally by contrast.
Ideally different tables would be drawn up for different populations and holding types. This is not an ideal world, sorry.
- 1. 1 extra court action this turn
- 2. +50% income in 1 province this turn
- 3. +1d2 GB income.
- 4. One holding increases in size by 1 level
- 5. Province morale increases a level
- 6. +4 on all actions against 1 other regent this turn
- 1. 1 court action lost this domain turn.
- 2. -1 to one holding type in the province for 2 domain turns. Impacts GB, RP, and domain action success chances. The holding cannot be ruled in this period.
- 3. +1 DC on one type of domain action throughout domain for a turn
- 4. +1 DC on all domain actions in one province for a turn.
- 5. +5 DC on one type of domain action undertaken in one province for turn.
- 6. Lose 1 GB, +1 DC to 2 action types in province this turn.
- 7. Lose 1d3 GB (max 50% of income from province).
- 8. Lose 1 GB, +10 DC to province morale check next turn.
- 9. 50% of trade route income passing through 1 province is lost until event resolved.
- 10. Morale drops a level in a province.
- 11. Construction in one province proceeds at only half pace this turn - missing expenditure is lost.
- 12. A military unit fails to move when ordered, or moves without being ordered.
- 13. Regent is vulnerable to being challenged: +2 modifier to opponents attempts to contest the regents holdings, create or rule holdings in the domain.
- 1. 3 less court actions possible for 1 domain turn. If the regent has less than 3 court actions the court reduces a level.
- 2. A holding level in the province drops by 1 level; it cannot be ruled for 2 turns.
- 3. +1 DC on three types of domain actions for a year throughout domain.
- 4. +3 DC on all domain actions in one province for a year, or +2 DC in two neighbouring provinces.
- 5. Lose 1d6 GB (max 100%) of income in province.
- 6. Player-regent and one other local regent lose 1d3 GB.
- 7. All trade route income passing through 1 province is lost.
- 8. The province morale reduces 1d2 levels.
- 9. Construction halted in province, all GB lost.
- 10. A military unit moves into a third party province without being ordered to, or attacks another military unit (allied or otherwise).
- 11. A military unit drops a grade (elite to regular to irregular).
- 12. 2 minor effects.
- 13. 1 minor effect in 2-3 provinces.
- 1. A holding level declares independence or defects to an existing regent.
- 2. The province level drops by one, it cannot be ruled for at least 2 turns.
- 3. The regent suffers +1 DC on all domain actions both internal and external until problem is resolved / honor regained / etc.
- 4. All regents in one province lose 50% of income. Morale in province drops a level.
- 5. All trade routes passing through a province are destroyed.
- 6. Construction proceeds at half pace throughout domain. All missing GB lost.
- 7. A major building is damaged, reducing in effectiveness by 50% until repaired.
- 8. 2 major effects, 1 major and 2 minor, or 4 minor effects.
It should be noted that where the random event of one regent affects another, the second regent is likely to blame the first regent for failing to deal with the problem. So if the Duchess of Tuornens failure to deal with river bandits means that the Prince Avan?s pet guilder loses all trade route income, the Prince is likely to ask the duchess for compensation, offer ?assistance to resolve this matter?, etc.
Similarly the DM may rule that a GB cost is due to the need to repair a damaged building, etc. The regent could choose not to do so, but if the repair is not made in a reasonable time it will probably increase, or the damage might become permanent.
|Type of event||Decadent||Civilised||Wild||Barbaric||Guild||Temple||Source|
|Matter of Justice||78-80||62-70||57-65||62-65||62-63||67-75||37-39|
, 08-19-2009 at 02:48 AM|
Last edited by , 10-23-2011 at 01:58 PM
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