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  1. #1
    Poach's Avatar Civitate
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    Default Junior Moderator Guide

    Introduction

    Since we're moving forwards with using a larger number of moderators to do most of the legwork, this small guide will make sure our new mods know where to refer to for any rolls or situations they're called upon to deal with.

    Rolls

    1. Raiding and Scouting

    The run-of-the-mill rolls required during wartime, raiding and scouting. Both are simple.

    Raiding requires up to 4 rolls: a detection roll (are they detected?), a perception roll (are they recognised?), a raid roll (how many die in the raid) and a loot roll (what do they gain?). Players are expected to post the pathfinder and pillager traits of their characters with every raid request. Failure to post it allows the mod to ignore your stats.

    An important change from traditional raiding is that players don't earn money from raids any more, they earn troops. This just represents the money being used to hire extra soldiers. For every 1,000 Dragons looted the player is given 300 points of troops as a reward. This translates into 300 Light Infantry, for example, or 150 Heavy Infantry, or 100 Heavy Cavalry. It is 300 points per 1,000 Dragons because it costs 1,000 Dragons a year to pay fr 300 Light Infantry.

    Raiding

    When an army raids a province, do a d20

    Detection Roll:
    (Modified by the highest Pathfinder trait of any character on the raid)
    1-5, the peasants are caught completely by surprise and no defence can be mustered. Proceed straight to a Loot Roll.
    6-10, the peasants muster a weak defence, but in the chaos do not send riders to report the attacking banners. Proceed to Raid Roll.
    11-15, the peasants muster a defence, and report the identity of the attackers by rider to the local keep. Proceed to Perception Roll.
    16-20, the attackers are detected well before they arrive, allowing 90% of the local levy to muster against them in the field. Conduct a Perception Roll and a Field Battle.

    Perception Roll: Roll a d20, with 1-10 being a vague understanding of who you are (eg, 'Westermen') and 11-20 being a more specific understanding (eg, 'Westermen from Sarsfield'). Use of banners will not alter this roll, though banners will be reported alongside any other findings (eg 'They had Winterfell banners but seemed like Rivermen to me'). RP justifications shall be the survivors recognizing an accent or dialect, overhearing raiders mentioning something that gives a clue to their origin, etc. Proceed to Raid roll afterwards.

    Raid Roll: Roll a d20, with the outcome being the % of your force lost during the pillaging spree to death, desertion or disappearance. This is capped at 400 men, since large forces are otherwise at a disadvantage, where every 1% represents ever larger numbers of men for no extra gain.

    Loot Roll: Roll a d20, with the outcome in % being the loot you gained, based on the following table:
    (Modified by the Pillager trait of the character in overall command of the raid)

    Very poor - 20,000
    Poor - 30,000
    Prosperous - 40,000
    Very prosperous - 50,000
    Rich - 60,000
    Very rich - 70,000

    Once an army has raided a province, it will be stationary for 6 RL hours.

    For every 1,000 Dragons looted, the raiding army acquires 300 points of troops added to their army. Since we don't use vaults any more, this keeps raiding profitable.

    Raid Size Limitations:

    The size of a raiding army will have effect on how easily it will be detected. The more men that are present in a raiding force, the easier it becomes for the local populace to detect that force and prepare against it. Historically, it was much easier for a small group of men to remain undetected compared to a larger group of men and this rule is meant to simulate this kind of effect.

    -- The maximum size that a raiding force can be without having any penalties is 2,000 men
    -- For every 500 men above this cap, a +4 will be added to the raid detection roll.
    -- An army that is over 4,500 men (+20 detection rolls) will always be detected by the local populace when it is on a raiding mission and it will usually be subject to a full-scale battle with the local provincial levy as a result
    -- The maximum size for a raiding fleet is 40 ships before detection penalties are involved.
    -- For every 20 ships above this size, there will be a +4 to detection rolls. A fleet larger than 120 ships will automatically be forced to fight the local regional levy.

    In addition, a raiding army connected to a Lordly House is limited a maximum of three raids per year. This is to prevent player abuse in raiding a whole bunch of close together and undefended provinces while also helping the moderators by not having us roll five to ten raids per week per person. This shall be rped as your men being satisfied by their acquired loot and wanting to return home to spend it.

    Scouting is a single roll.

    Campaigning I (Scouting)

    - Scouting can only be requested if Light Cavalry is in the army.
    - You may only scout one province per 250 Light Cavalry in the army per 24 hours. If, for example, you have 499 Light Cavalry, you may only scout one province.

    When scouting is requested, the mods do one D20 roll with the following possible results:

    1-4/20 - Scouts captured by the enemy. The scouts are captured and may now be tortured for information.
    5-10/20 - Scouts fail to return with any information
    11-15/20 - Scouts return with vague numbers within the tens of thousands (eg for an army that is 8,000 strong it is less than 10,000, 12,000 strong between 10 and 20,000, for an army 25,000 strong between 20 and 30,000)
    16-19/20 - Scouts return with better numbers within a few thousand (Eg ranges of "less than 5k", "less than 10k", "less than 15k", "less than 20k", "less than 25k"....)
    20/20 - Exact numbers.


    2. AI Rolls

    AI rolls are a bit more complex and involve considering a number of competing factors, the table is below. This covers everything from raising your levies to marrying into AI families to asking for favours, making deals, and so on...

    AI Reactions (Including with levies)

    When a player wants an AI character to do something (including raising levies), they must conduct a roll that will determine whether this AI character agrees or not. The base roll is 10/20.

    Positive modifiers:
    - Character is bound to your House by marriage. +15
    - Character is directly sworn to you. +10
    - Charisma trait of the character making the request.
    - Trade Goods that grant bonuses in this area.
    - Moderator discretion, examples...
    --- Character has reason to like or trust the character making the request.
    --- Character is being blackmailed with something, which may alter their willingness.
    --- Character is under threat on their life or position, or their family is, which may alter their willingness.
    --- Character has reasons beyond the immediate conversation to agree or disagree with your request.
    --- The perceived prestige, power or influence of the character making or receiving the request: very powerful people are less likely to be swayed by weaker people.

    Negative modifiers:
    - Character is being asked to fight against his own countrymen (eg Westermen fighting Westermen) (Applies only to High Lords: minor Lords sworn directly to a High Lord ignore this). -15
    - Character is being asked to betray a House their family is married in to. -15
    - Character is being asked to betray someone they are directly sworn to (eg High Lord betraying Lord Paramount, or Lord betraying High Lord) (Only applies when outside forces are asking, such as a Riverman asking a Westerman to betray the Lannisters: does not come into play in internal revolts). -10
    - Character is being asked to betray the King/Queen. -5
    - Taxation. -2 per 2.5%.
    - Moderator discretion, examples...
    --- Character has reason to dislike or distrust the character making the request.
    --- Character is being blackmailed with something, which may alter their willingness.
    --- Character is under threat on their life or position, or their family is, which may alter their willingness.
    --- Character has reasons beyond the immediate conversation to agree or disagree with your request.
    --- The perceived prestige, power or influence of the character making or receiving the request: very powerful people are less likely to be swayed by weaker people.

    Picking a side:
    - Characters have 10/20 chance to pick a side if there are sides to choose from.

    - Modifiers above are counted once. For example, in a rebellion: 10/20 chance of siding with the LP or the Rebels.

    At -15 for killing their own kinsmen, that's -5/20 for siding with anyone.

    Being directly loyal to the LP grants +10, giving a 5/20 chance of siding with the Lord Paramount.

    Any taxation may reduce that chance further: let's assume 5%, thus -2 for the Lord Paramount, putting him at 3/20.

    The Charisma of the 'main rebel' vs the Lord Paramount may increase or reduce the chances: say the main rebel has +5 and the LP +3, that averages to +2 for the Rebel, putting him at -3/20 and the LP at 1/20 (as the Rebel's Charisma makes High Lords less likely to go against him, naturally)

    Therefore, after all that, we have -3 for the Rebels and +1 for the LP. As the Rebels have effectively zero chance, a roll is simply done where a natural 20 would have the High Lord raise for the Lord Paramount.

    If we added marriage into the Rebel house (+15), giving the Rebels a +12 chance of the AI High Lord taking their side, the roll would be 1-12 Rebel, 13-19 neutral, 20 Lord Paramount.

    As you can see, marriage provides a very strong attraction to a cause, and can be the tipping point between having no support or having a few families join your rebellion.

    *** *** ***

    If an AI Lord raises his levies on your behalf in the summer 100% of his troops will take to the field. During the winter time, only 80% of the AI levy shall be raised for you.

    The basic chance is 10/20 and you add any positive or negative modifiers that you find on the table. There is some scope for moderator discretion and you're encouraged to use that for things that are difficult to include in the list, such as the Lord being unpopular in his region, or having a bad history (eg caught raiding allies, having been a traitor in the past, so on). If you're going to use moderator discretion to influence a roll I'd suggest you clear it with at least one more moderator.

    The most complex roll you can do is the rebellion siding rolls, which will require you to sum the chances of siding with either side and then do a roll to see if the AI Lord will side with either one.

    3. Escape and Assassinations


    Less common roll requests.

    Assassinations
    The Ways to Kill
    Anonymous Assassination
    1. Pick your target
    2. Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
    3. PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
    4. The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    Open Assassination
    1. Pick your target and get in the same thread as them
    2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. The mod will post the rest (success/failure, whether escaped)
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    Secret Open Assassination
    1. Pick your target and get in the same thread as them. They must acknowledge that they are alone.
    2. From here, follow standard open assassination steps.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.

    The Rolls and Chances
    Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yoeman. A noble here is defined as: King, Prince/Princess, Lord/Lady, Lords Bannerman, the High Septon, Most Devout Septon, Lord Commander of the Night Watch, Commander of a NW Castle, First Officers of the Night Watch (First Builder, Steward Ranger), Lord Commander of the Kingsguard, Any seat upon the Small Council.
    A yoeman is any man who isn't one of the above ranks.

    At your Home (the thread you use to receive visitors)
    Nobles: 2/20
    Yoemen: 5/20

    In a neutral house (any other home thread except yours and the assassins)
    Nobles: 4/20
    Yoemen: 8/20

    In the assassins home (the thread he uses to receive visitors)
    Nobles: 15/20
    Yoemen: 17/20

    Any other indoor situation (ie a RP that takes place inside, like a wedding)
    Both: 10/20

    An outside situation
    Both: 13/20

    Group Assassinations
    If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls, making it more likely you get caught.

    Hired Help
    There are options to help reduce the risk of an assassination.

    Retainer (nobles only)
    Instead of attempting yourself, you may opt to have a retainer (an NPC from your household) attempt for you. In this case, you must equip the retainer with any equipment. Note that retainers tend to be clumsy, so 2 is taken from the success and escape chances. If the retainer gets caught, you automatically lose the equipment you gave him, and standard questioning rules apply.

    Assassin
    If one is willing to spend some money, say 100000 Dragons, one may hire the luxury of an assassin, who benefits from a +2 to all rolls, even if caught. With the assassin, there is less chance of your identity being revealed.

    Faceless Man
    If one is entirely desperate, and will easily part with a sum of 500000 Dragons, you buy the efficiency of a faceless man. The only way a victim may escape from the Faceless man is by rolling a straight 20. Even then, there is no escape roll as the Faceless Man kills by poison, and leaves before the chance of being discovered.

    Special Items
    Certain items may be bought in the shop to either aid or discourage assassination. Details may be found in the shop thread.

    Armour
    If a target is wearing a chestplate bought from the Bull's Wares thread, a -2 to the roll is applied.

    Battlefield Assassinations
    If a commander is killed on the battlefield, morale takes a hit. Reflecting this, is a noble character gets assassinated on the battlefield, they cause a hit to the rolls according to rank.

    King is assasinated -5 to the armies battle roll
    Lord is assasinated -3 to the armies battle roll
    Bannerman is assasinated -2 to the armies battle roll

    Escape Rolls

    Escape chance from prison is set at 1/20 with modifiers added as per Moderator discretion, with examples including bribed guards or people with influence aiding in the escape (eg Varys and Jaime helping Tyrion escape).

    When an Assassin kills someone, or tries to, their escape chance is set to 20/20 with the following modifiers:
    · If using a melee weapon -2
    · If in a home thread -5
    · If in an enclosed area -1
    · Every guard present -1
    · Every neutral player present -1
    · Mods may, at their discretion, take up to -3

    If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope the King forgives. If you sent a retainer or an assassin, they will be tortured for information. The rolls below are for a retainer, for an assassin take two from the chances for each roll.

    1-5 - Captive dies in questioning without revealing anything
    6-10 - Captive dies in questioning but reveals the identity of his master
    11-20 - Captive survives and reveals the identity. He may be used as evidence in court.

    Assassinations are fairly straightforward: decide which category the location they're in falls into, and add any modifiers. What's important to get right is whether or not you're at liberty to reveal the would-be assassin: if a player is attempting a secret assassination then the circumstances may dictate that the perpetrator wouldn't be immediately revealed post-assassination.

    Escape rolls post-assassination tend to favour the assassin, as the element of surprise means he can attempt to flee while everyone else is still reacting to the commotion.

    4. Duels and Battles

    Both of these have excel-based calculators that make your life easier. They can be provided on request.

    Battles are the most complex rolling event that can be undertaken, and the battle calculator is large and has a lot of parts. Anyone wanting to learn to use it can be taught, but don't roll battles unless you've been taught.

    The duel calculator is very easy to use.

    5. Other Junior Moderator duties

    Besides rolls, junior mods can be of use in a variety of other roles that might not immediately call upon d20s being rolled.

    - Many players go to AI characters or want AI characters involved in their RPs. Some interaction is usually needed before any roll can be requested, to give the players a chance to set up their request, make any arguments in favour of their idea, and so on. Similarly, players might just want someone responding to them while doing their own backstory RPs or putting into writing things their characters are doing to set them up for future RPs.

    - Resolving any minor disputes about what's been said or what something meant. Keeping the OOC chat thread civil is important, as angry players might conduct ingame actions that are disruptive or abusive simply out of anger or frustration.

    - Checking people's budget threads. Random inspections of vault threads have long been the norm to ensure players aren't either intentionally cheating or mistakenly making bad claims. Budget threads will be easier as they don't change every week, but junior mods can help by making sure the right incomes are being claimed and the things being bought are being paid for correctly.
    Last edited by Poach; December 02, 2015 at 01:16 PM.

  2. #2
    Poach's Avatar Civitate
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    Default Re: Junior Moderator Guide

    Anything I missed let me know. Attempting to provide a sort of condensed version of the rules that require rolls so junior mods don't need to trawl the whole rules thread, alongside some reasoning and guidance on how those particular tables work.

  3. #3
    Adamat's Avatar Invertebrate
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    Default Re: Junior Moderator Guide

    Need to rework hiring assassins if we don't have vaults
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  4. #4
    Poach's Avatar Civitate
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    Default Re: Junior Moderator Guide

    Easier just to dump it entirely in that case. People can use their characters or retainers if they won't risk a main.

  5. #5
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Junior Moderator Guide

    We don't have vaults? I've missed something. Someone point this oaf (me) in the direction of where that's been said?

  6. #6
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Junior Moderator Guide

    Household Budget Template thread, BF.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


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