View Poll Results: Do you agree with these changes?

Voters
13. You may not vote on this poll
  • Yes

    10 76.92%
  • No

    3 23.08%
Results 1 to 1 of 1

Thread: Proposed Changes

  1. #1
    Lucius Malfoy's Avatar Pure-Blood
    Citizen

    Join Date
    Nov 2010
    Location
    USA
    Posts
    21,275

    Default Proposed Changes

    I wish to propose a couple changes to the standing rules which are taken from WOTR.

    The first is the birthing rolls.
    Below is an exact copy of the WOTR style for those rolls.
    Birthing Rolls
    Siring Children
    ATTENTION:
    Players MUST post the current ages of the two would-be parents.


    Order of rolls:
    Conception: d20
    Birth: d100 and d50
    Defects: d20
    Gifts: d100

    Conception
    Roll a d20. 25% base chance of conception, so 16-20 is a successful copulation.
    You can only have one successful childbirth every 5 RL days. If you fail at conception, you may try again in 2 RL days.

    The would-be mother’s age affects this. Aged 31-35 gives a -1, 36-40 gives a -2, 41-45 gives -3, and 46-50 gives a -4. 51 years and above thus require getting a 20/20 to successfully conceive.

    If successful at conceiving a child, the child will be born in 5 RL days (so if you got the conception roll on a Monday, the child will be born on that Saturday), representing the 9 months it takes for pregnancy to progress.

    Birth Roll
    At that point (or earlier if you like), ask for a childbirth roll. This is one d100 to determine gender, 1-50 is a boy, 51-100 is a girl; and then a d50 to determine the outcome of the birth: 1-5 is death for both mother and child, 5-8 is a stillborn (or similar result), 9-12 is a stillborn that causes the mother to become barren, 12-15 is the mother dead but with a surviving child, and 16-50 are perfectly fine births.

    If the mother is aged below 18, add -10 to this roll. -20 if she is aged below 16. If the mother is 31-39, add -5 to this roll. If the mother is 40-45, add -10. -15 if the mother is 46-50, and -20 if the mother is 50.

    Birth Defects
    If the child survived, we roll a d20, to see if they have any defects.
    If the mother is aged between 31 and 35, add a -1 to the primary roll. If she is aged between 36-40, add a -2. Each increment of 5 years thereafter is thus worth a -1. Ex. a mother aged 52 gives a -5 to this first roll. The father also has the same effects when it comes to birth defects, and his age effect stacks with the mother’s. So a father and mother both aged 52 gives a -10 to the primary birth defect roll.

    Roll a d20. Subtract penalties from the age of the parents if applicable.
    1-5 result is a child born with an abnormality of some sort, which sends you to the second roll.

    If you got a 1-5 and the child has a defect, the mod will choose a condition for the child (or let the player). Depending on the condition, it will have moderate to severe effects in life. A child with hemophilia for example will likely be unable to recover from an attack on them (such as an assassination) that drew blood.

    Troublesome Blood (such as sickle cells, hemophilia)
    Bad Organs (such as Polycystic Kidneys)
    Progressive Debilitation (such as huntingdon’s, sclerosis)
    Developmental Disorder (such as down syndrome, retardation, etc)
    Autism (autistic or asperger’s)
    Uncontrollable Convulsions (such as epilepsy)
    Bad Skin (such as eczema, porphyria)
    Growth Defect (such as dwarfism)
    Frail bones (such as marfan’s)
    Misshapen Body (such as scoliosis or a clubfoot or a hunchback)
    Aesthetic Deformity (such as harelip)

    Birth Gifts
    Lastly, there are gifts. Roll a d100.
    96-100 is a golden god of genius and strength; Two free +2's in different skills of your choice upon the age of 16 (may also be 4 different +1's). Females get +10 on birth rolls.
    91-95 is a genius child; A free +2 to a skill of your choice upon the age of 16 (may also be split up into 2 different +1’s)
    86-90 is a smart child; A free +1 to a skill of your choice upon the age of 16.
    81-85 is a strong child; +2 against all diseases/plagues and natural causes death rolls. Females get +10 on birth rolls.
    61-80 is a healthy child; +2 against all diseases/plagues and natural causes death rolls. Females get +5 on birth rolls.
    1-60 is no gift.

    Gifts may counteract a defect, cancelling it out. Ex. rolling a a physical deformity but then getting the gift of strength cancels both out - the child is fine, never was born with defects, nor a gift


    Secondly, a change to the trait system. This would two changes; the inclusion of the temperaments and to the skills.
    Character Temperaments & Skills
    The Five Temperaments
    The four temperaments were first described by the Greek physician Hippocrates and became one of the basis of his medical theories that dominated the medical sciences for thousands of years, humorism. They describe the four basic personality types based on the balance of the four bodily fluids - sanguine (optimistic, active and social), choleric (short-tempered, fast or irritable), melancholic (analytical, wise and quiet), and phlegmatic (relaxed and peaceful). There is also a fifth temperament, supine (affectionate and pliant).

    Players will be able to choose two temperaments for their characters, one dominant and one subservient. From the dominant temperament, two personality traits can be picked, while only one traits can be picked from the subservient one. These will be the basis for the personality of your character in the game. Players are greatly encouraged to try to follow these traits as close as possible in their RP.

    When new characters are born in-game, players should choose their temperaments and personality traits then, and are also encouraged to not choose the same over and over again, which would lead to the same character being played in all but name.

    Sanguine:
    - Confident: This character is very self-assured, brimming with confidence and difficult to shake even under pressure. However, taken to an extreme, they can show a suicidal disregard for their life and the lives of others, and fail to take...well, failure into account when planning. +1 battle rolls, +1 to rout rolls against this character.

    - Sociable: This character is an extroverted social butterfly, capable of making friends left and right. However, they have little time for 'boring' matters like finances, and are more interested in buying flashy things to show off to their friends than managing their wealth. +1 Charisma, -2% income.

    - Upbeat: Nothing seems to get this character down. They're perpetually smiling and looking on the bright side of even the darkest developments, truly the kind of optimism that can be infectious...or delusional, if the situation is bad enough. +1 to surviving non-battle death rolls, -1 to post-battle rolls (captivity, death, wounding).

    Choleric:
    - Bloodthirsty: This character is hotheaded and loves to jump into fights, lethal or otherwise. This is not something others find endearing off the battlefield, though. +1 Battles, -1 Charisma.

    - Ill-Tempered: This character is ornery and seems to explode at the slightest provocation. While they've gotten into enough fights to toughen them up, a person who's as easily baited as a bull that sees red won't make a good commander. +1 Duels, -1 Battles.

    - Impulsive: This character acts before (sometimes, without) thinking. They might move and decide more quickly than others, but their recklessness can lead them to disaster as well. +5% movement speed, -1 to detection rolls.

    Melancholic:
    - Haggler: This character is obsessed with getting the best possible deal for themselves, and ever watchful (even paranoid) for anyone trying to rip them off. This sort of fellow is rarely the sort others like, but none can deny their ability to sniff for gold. +7.5% income and improves loot from raids, -2 Charisma.

    - Meticulous: This character loves to analyze situations down to the last minutiae before acting. On one hand this means they'll probably have a clear picture going in, on the other their decision-making abilities could easily become paralyzed as they spend too much time analyzing and not enough acting. +1 detection rolls, -5% movement speed.

    - Pessimistic: This character is always looking at the negative side of things. They may be right in some cases - when you suspect every man you meet to be a bad guy, you're probably right at least one out of ten times - but it doesn't exactly make them endearing. +1 to survival rolls, -1 Charisma.

    Phlegmatic:
    - Austere: This character disdains pomp and pageantry, instead preferring a plain & simple (the uncharitable might say 'rigidly spartan') lifestyle. +5% income, -1 Charisma.

    - Empathic: This character is strongly attuned to the emotions of others and cares for them, making them great friends or kinsmen to have - but poor warriors and generals. +2 Charisma, -1 to battle/joust/duel rolls.

    - Reserved: This character is a stoic who generally keeps to him/herself and exercises strict control over their emotions. While this means they're not likely to make reckless moves in court or on the battlefield, they can come across as unfeeling robots to others. +1 battle rolls, -1 Charisma.

    Supine:
    - Amiable: This character is a pleasant person who tries very hard to get along with everyone s/he meets. Indeed, perhaps too hard, at that...they also tend to excessively seek validation from others, and at worst can be described as clingy ticks. +1 Charisma, -1 to duel rolls.

    - Idealistic: This person is a strong believer in higher ideals and the innate goodness of man. On the one hand they tend to be inspiring and uplifting figures, on the other they can be taken advantage of by those who live well beneath their expectations. +1 Charisma, -1 to rout/assassination/escape rolls.

    - Submissive: This character is the sort of person others can easily walk all over. On the other hand, they're generally regarded as beneath suspicion, and if they ever find their spine they could easily strike back without their foes seeing it coming. -1 to Charisma, -1 Battles, +1 to assassination & escape rolls.
    Skills
    Characters have the following free points for their skills:

    Age 10-18: 4 points
    Age 18+: 6 points

    - Characters may start with a maximum of 6 trait points, even if age 50 or older at the start.
    - Characters may start with a maximum of +3 in any skill.
    - You can gain additional skills via RP.

    Skills

    1. Military Skills

    - Battles: +1 to battle rolls per level. Gained when a character wins a battle where the enemy is not outnumbered by more than 1.2 to 1 and where total soldiers on both sides is more than 6,000 men. This applies per flank, but does not stack more than once per battle (e.g. a character cannot gain +2 for defeating an enemy flank and then the enemy reserve).

    - Pillager: Improves loot gained from raids, see Raid rules. Gained after every 3 raids.

    - Scout: +1 to detecting armies preparing to attack the force the character is in command of, and -1 to enemy detection rolls made on an army your character is in command of. This applies if the character is specifically in command of the scouts (in RP this can be confirmed with anything like 'Scouts', 'Outriders', 'Light Horse', 'Cavalry', anything that can easily be interpreted as being in charge of the scouts) or successfully ambushes an opposing force.

    - Logistician: Armies this character is in overall command of move 5% faster. Calculate total marching time in hours and subtract x%. Gained on request on a per-campaign if moderators feel the character's army's mobility has significantly contributed to a successful outcome.

    - Rearguard: -1 to your army's rout casualty rolls. Applies only if the character is in command of the reserve. Gained if the army the character is in retreats in good order (i.e. the reserve wins their fight with the victorious enemy flank and no rout roll is made).

    2. Personal Skills

    - Survival: +1 to surviving death rolls and in duel defensive rolls. Gained if the character loses a battlefield duel (e.g. no sparring, training, friendly, or tourney duels) but is not killed by his opponent or from surviving an assassination attempt.

    - Personal Combat. +1 to duel and jousting rolls. Gained if victorious in a duel that occurs either during a serious battle situation (a real battle, not a practice fight, tournament melee, training etc.) or if the victor is the winner of a tournament. Can be gained under other conditions if mod approved (highly unlikely). Does not require the death of the other combatant.

    - Assassin: +1 to assassin rolls. Gained if the character assassinates another player character.

    - Wealth: +5% to province income if you are a lordly character or +5% to asset income if you are a merchant character. Gained if the character uses their wealth to achieve something political (e.g. bribery, blackmail, buying someone's death) at moderation discretion.

    - Charisma: +1 to any rolls to convince an AI character to do something. Gained if the AI character is convinced to switch loyalties from any one party to another. This must be a switch of political or military allegiance.

    3. Trait Limitations

    - The Assassin trait is limited to a maximum amount of +2 to prevent overly powerful assassins at the game's start.

    ==========================

    Plenty of you have used these before with the WOTR settings and I feel these could bring something new to GoT.

    I may propose other changes from WOTR to be included into GoT in the coming days.
    One in mind is doing away with weapons and armor, as suggested by Brew in discord.
    Last edited by Lucius Malfoy; November 24, 2017 at 12:32 PM.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •