View Full Version : Rules questions -Wraith
Hjelme
12-28-1998, 08:48 AM
Hi.
It's me again.
Wraith, well or Hjelme (that's my real name in case you thought wraith was
it =))
First of all I'd like to thank you all for the warm welcome and the
response. Thanx!
You've been most helpful and I'm loaded with ideas (Only seeds at this
moment. I can tell you about them when I've done some elaboration).
The reason I'm writing this time is just some rules question I'd hope you
could help me with. Please?
The first question is about trading.
Is it just me or is the rules about trading a little “thin”?
On page 35 in the rulebook they say something about a level to reflect the
importance of the trade route. This is the only place I've seen this in a
book and it doesn't say how the level affects it. I just didn't get this
one. Have I overlooked something or am I just retarded?
The book (on the next page) also states that roads and guild holdings must
support the trade routes. I have no questions about the roads. It's the
holdings I'm wondering about.
Do you have to have guild holdings in both “ends” of the trading route?
Does the level of the guilds affect the income in any way (If you ask me it
should.)?
The second question is about loyalty.
To whom does the loyalty rules apply?
I can see that loyalty rules are important to the ruler of a province, but
do it apply to other regents also? Like priests and their religions for
example?
Third question, diplomacy.
If two parts meet to discuss an issue, does both parts need to spend a
diplomacy action?
In my case the ruler of Ilien is traveling to Medoere to discuss an
alliance. I'm sure Mr. Aglondier needs to spend an action, sure. But do the
PC ruler need?
Fourth question, army units and their owners.
OK, who in a province is allowed to keep army units? I'm sure this is up
to the ruler of the province, but is there any way a NPC regent can raise a
small army without being noticed?
Fifth question, still army units.
On “table 21 basic unit types” in the rulebook (p. 61) there this thing
called Req'ts.
What is that and what's those L's beneath? Does this have anything to do
with requirements for mustering that particular unit?
And that's about it.
I appreciate al the help I can get and once again thanx for the help on the
adventures.
I'm still open fore more though =).
- -Wraith
BTW: Have anyone made any low level realm spells?. All I have is the basic
box and I'm not about to buy more books for BR before I'm sure my players
like it. I'm also using most on my money on Ravenloft at the time, so I
really cant afford it either. Thanx again.
Pieter Sleijpen
12-28-1998, 11:56 AM
Hjelme wrote:
> First of all I'd like to thank you all for the warm welcome and the
> response. Thanx!
> You've been most helpful and I'm loaded with ideas (Only seeds at this
> moment. I can tell you about them when I've done some elaboration).
>
> The reason I'm writing this time is just some rules question I'd hope you
> could help me with. Please?
> The second question is about loyalty.
> To whom does the loyalty rules apply?
> I can see that loyalty rules are important to the ruler of a province, but
> do it apply to other regents also? Like priests and their religions for
> example?
The official rules state it only applies to the landed regent, though a
rebellion of coarse affects every regent in the area. Personaly I also
raise the cost for actions by open allies of the landed regent. For
instance when the guild regent want to build a road through a province
of poor loyalty and he is a friend of the ruler of that province, he
also will need to pay 1 GB extra.
>
> Third question, diplomacy.
> If two parts meet to discuss an issue, does both parts need to spend a
> diplomacy action?
> In my case the ruler of Ilien is traveling to Medoere to discuss an
> alliance. I'm sure Mr. Aglondier needs to spend an action, sure. But do the
> PC ruler need?
That depends on the PC, if he just reply's by saying yes or no, then the
PC has simply to make a degree. If the player is going to demand certain
things in return, that the PC quickly also has to make a diplomacy
action.
> Fourth question, army units and their owners.
> OK, who in a province is allowed to keep army units? I'm sure this is up
> to the ruler of the province, but is there any way a NPC regent can raise a
> small army without being noticed?
The landed regent. Temple and guilds can muster certain units, but only
if they have certain higher holding lvls. They need the permission of
the landed regent though or else risk his wrath. If the landed regent
has got few law holdings, this is not much of a problem. If he does, his
influence can be dangerous. You should realise that a unit has got about
200-300 HD of creatures, thus one unit is allready a small army.
> Fifth question, still army units.
> On “table 21 basic unit types” in the rulebook (p. 61) there this thing
> called Req'ts.
> What is that and what's those L's beneath? Does this have anything to do
> with requirements for mustering that particular unit?
>
That is the lvl of the provinces that should be in the country before a
particular unit can be mustered.
Tim Nutting
12-28-1998, 02:17 PM
>Hi.
Hi!
>The first question is about trading.
>Is it just me or is the rules about trading a little “thin”?
Yes, they are. If you only have the boxed set, then you're missing some
later addendums (look for Havens of the Great Bay box supplement)
Requirements for a trade route are this:
* 1 guild at each end.
* A road connecting the two
* The province at each end is a different terrain type
* There is an open slot for a route
All this is in the rulebook, just a bit hard to decipher. As an option to
the first requirement the route can be connected by sea to "Parts Unknown"
so long as it is in a seaport province (level 4 or higher, sea access - look
at the map. Note that the river Maesil from connects up to Mhoried and
Ghoere)
As far as open slots go, provinces can only support so many routes in or out
(only so many goods)
Province (1-3): 1 route
Province (4-6): 2 routes
Province (7+): 3 routes
(I allow 4 routes in level 10 provs - house rule)
Note that any landholder whom the route passes through can sever it at any
time with a simple Decree action. Further, the landed regents have full say
on how much it costs the guild member to set up the route (they can levy any
tax they want, they are the rulers)
The level or a route is the average of the two guild holdings at each end.
Note that both do not have to belong to the trade route owner, but a
cooperative route with another guilder would ususally have to split profits.
Gotta go to work, I'll email the rest later!
Tim Nutting
Zero@wiredweb.com
Alexander MacLeod
12-28-1998, 03:44 PM
Hjelme wrote:
>Fourth question, army units and their owners.
> OK, who in a province is allowed to keep army units? I'm sure this is
up
>to the ruler of the province, but is there any way a NPC regent can
raise a
>small army without being noticed?
I think a unit could be raised in secret, but only with a successful
Intreague (sp?) action for every unit a regent was attempting to muster
without the Ruler's knowledge. On top of this, each law holding level
the regent was trying to hide from would penalize his chance of success
by 1.
For example, If the Mhor wanted to train a secret cadre of troops in
the middle of downtown Bhalaene, Ghore where his rival Baron Tael holds
a Law(4), the Mhor would have a -4 to his Intreague action (success of
24+ on a d20)! He'd better spend some regency if he want's this plot to
succeed.
Alexander "the Rjurik Necromancer"
__________________________________________________ ____
Get Your Private, Free Email at http://www.hotmail.com
Memnoch
12-28-1998, 04:18 PM
Greetings... this is an addendum to what Tim gave you, as I believe he
forgot a few small things, but they are very important.
Memnoch
- -----Original Message-----
From: Tim Nutting
To: birthright@MPGN.COM
Date: Monday, December 28, 1998 10:20 PM
Subject: Re: [BIRTHRIGHT] - Rules questions -Wraith
|>Hi.
|
|
|Hi!
|
|>The first question is about trading.
|>Is it just me or is the rules about trading a little “thin”?
|
|
|Yes, they are. If you only have the boxed set, then you're missing some
|later addendums (look for Havens of the Great Bay box supplement)
|
|Requirements for a trade route are this:
|* 1 guild at each end.
|* A road connecting the two
|* The province at each end is a different terrain type
|* There is an open slot for a route
* Note that where you need a guild holding at both ends of the trade route,
they do not necessarily have to be of the same guilder or thief regent.
This is where diplomacy comes in.
* Additionally, the provinces can be of the same terrain type as long as the
cultures are different: i.e. Anuire and Khinasi.
* Lastly, rivers can be used as roads, as long as they connect the two
provinces in question.
|All this is in the rulebook, just a bit hard to decipher. As an option to
|the first requirement the route can be connected by sea to "Parts Unknown"
|so long as it is in a seaport province (level 4 or higher, sea access -
look
|at the map. Note that the river Maesil from connects up to Mhoried and
|Ghoere)
|
|As far as open slots go, provinces can only support so many routes in or
out
|(only so many goods)
|Province (1-3): 1 route
|Province (4-6): 2 routes
|Province (7+): 3 routes
|(I allow 4 routes in level 10 provs - house rule)
* Note that there is no difference between incoming and outgoing trade
routes. 1 Trade route will fill up 2 "slots". One from the originating
province, and one from the terminating province.
|Note that any landholder whom the route passes through can sever it at any
|time with a simple Decree action.
* While this is correct, in order for the decree to have any affect, the law
holder must have a law holding of a greater level than the guild regent.
Otherwise, it is wasted breath.
Further, the landed regents have full say on how much it costs the guild
member to set up the route (they can levy any
|tax they want, they are the rulers)
This can only be done through diplomatic action, as it is not directly
supported by the rules. Most landholders will negotiate a simple tax for
trade routes. The guilder is free to accept or ignore as he sees fit, but
he will probably suffer the consequences.
|
|The level or a route is the average of the two guild holdings at each end.
* This is a house rule. The level or income of the route is the average of
the two *provinces*. The level of the guild holdings has no direct effect
upon the income generated. Although, I agree with Tim that it should.
|Note that both do not have to belong to the trade route owner, but a
|cooperative route with another guilder would ususally have to split
profits.
See my note above saying the same thing.
|
|Gotta go to work, I'll email the rest later!
|
|Tim Nutting
|Zero@wiredweb.com
|
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