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  1. #1
    Poach's Avatar Civitate
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    Default Read Me: A few important points

    1. Starting income only. Several of you have claimed the starting purse and a year's worth of land/trade/tax income. You can only claim the starting purse, that's the entire point of it.

    2. Changes to military stuff:

    --- Levies take 24 hours to muster. They cost 5 Dragons per point called up per week. They are Light Infantry and Archers only, nothing else. Once dismissed they'll stay at home for either 1 week or 2 depending on how long you used them for: 1-7 days they stay at home for 1 week, 8-14 for 2 weeks. They will not stay in the field beyond 2 weeks.

    --- Militias take 12 hours to muster. They cost 2 Dragons per point called up per week. You get Militia troops through buildings and edicts, plus as Ironborn you get a small number of ships as a starting Militia. They'll stay in the field for as long as you pay them.

    --- Every Lord now has a 3,000 point cap on professional soldiers, not 6,000.

  2. #2

    Default Re: Read Me: A few important points

    What's the point cap for militias?

  3. #3
    Poach's Avatar Civitate
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    Default Re: Read Me: A few important points

    None except whatever cap exists once you've got all the buildings and all the edicts.

    New raiding rules. Changes are meant to make attacking richer provinces more dangerous but also more lucrative and tie your loot take more to how many men you bring rather than just a totally random roll.

    Raiding

    Detection Roll:
    (Modified down by the highest Pathfinder trait of any character on the raid and modified up by the province value, +1 to detection for each 10,000 Dragons)
    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 the local Levy and Militia to rally to the defence. 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 d10, with the outcome in % being the loot you gained, based on the following table:

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

    In addition, gain +1% for every 250 men present in the raiding party (after the Raid Roll casualties are factored in, and rounded to the nearest 500) up to a maximum of +12% (3,000 men) and +1% for each point of Pillager for any character in the raiding party (max 1 character applied per player, to stop single players exploiting this by sending parties with 4 characters each with +3 Pillager).

    Thus a maximum amount of 22% base loot may be seized. Once an army has raided a province, it will be stationary for 3 RL hours.

    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 250 men above this cap, a +5 will be added to the raid detection roll.
    -- An army that is over 3,000 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.


    I'd also like thoughts:

    3,000 point cap, should that be for both land and naval units, or 3,000 each? It's been asked and the 3k cap was meant to stop people having huge private armies, no thought was actually given to ships. Would people prefer 3k for land and 3k for ships or 3k total?

  4. #4

    Default Re: Read Me: A few important points

    Quote Originally Posted by Poach View Post
    3,000 point cap, should that be for both land and naval units, or 3,000 each? It's been asked and the 3k cap was meant to stop people having huge private armies, no thought was actually given to ships. Would people prefer 3k for land and 3k for ships or 3k total?
    probably the former

  5. #5
    The Mad Skylord's Avatar Tribunus
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    Default Re: Read Me: A few important points

    I think it should be 3k for land and 3k for sea. It makes more sense.

  6. #6
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Read Me: A few important points

    Right, forgot about that

  7. #7
    jacb547's Avatar Primicerius
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    Default Re: Read Me: A few important points

    A few questions about the new mechanics. Naval militia points can be spent on any type of ship or simply Dromonds and Longships? Is the Ironborn Reavers mechanic scrapped entirely or do we still get those extra men?
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

  8. #8
    Poach's Avatar Civitate
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    Default Re: Read Me: A few important points

    Jacb: Any type of ship, and the Reavers mechanic hasn't existed for a long time.

  9. #9
    Poach's Avatar Civitate
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    Default Re: Read Me: A few important points

    Ok, I think this system works but I'd like commentary on it, especially the numbers and my selection of ports.

    Raiding At Sea


    Shipping in Westeros is commonly comprised of little more than petty fishing vessels, crewed by local fishermen and worth next to nothing. Going to and from major ports, however, larger merchant vessels can be seen further out to sea and carry everything from mundane cargoes to highly valuable ones. Ships carrying items of great value never travel alone and almost always travel under heavy guard, especially in the western seas where Ironborn piracy as at its height, giving observers a clue as to how valuable the cargo in each convoy might be.

    Once a port has been raided once, no convoys will be generated for 7 RL days (1 ingame year) at that port and all future convoys will have +50% Naval points, representing the merchants hiring additional protection now that piracy has moved into their area. This does not stack: the +50% will occur once, not after every raid.

    Conducting a raid on shipping


    Raiding fleets must sail to any hex adjacent to the port itself . This is a purely mechanical qualifying criteria, you do not have to RP sailing to the port itself: the time taken to sail to the port can be said to be time spent scouring the waves for any convoys to attack.

    Convoy Detection

    Afterwards a d20 roll will be conducted to see what you find. This is modified by which Port you are near, listed below.

    1-10: No convoy is located.
    11-17: A small convoy is detected.
    18-20: A large convoy is detected.
    Natural 20: A major convoy is detected. Special rules apply.

    Convoy Defences

    A convoy's defences depend on the size of the convoy.

    Small Convoys are comprised of 1,200 Naval Points of ships, comprised entirely of Dromonds (eg, 40 Dromonds).
    Large Convoys are comprised of 2,700 Naval Points of ships, comprised of 30 AOR ships and 3 Grand Warships.

    Convoy Value

    Once the convoy has been detected, the player must decide whether to engage it or not. If the player decides to engage, a value roll will be undertaken. For small convoys, half this value.

    1-5: 4,000 Dragons
    6-10: 8,000 Dragons
    10-18: 12,000 Dragons
    19-20: 20,000 Dragons


    Major Convoy


    A major convoy is a special event. A vast amount of wealth is being moved by an entire fleet of ships. One of the Kings of Westeros is moving his treasury, or paying a substantial dowry, fee or settlement to another; a wealthy Essosi Merchant is relocating his entire enterprise to Westeros; a major military campaign has just finished.

    Detecting a major convoy does not entail actually sighting it a sea, it means the raiders have seized a ship carrying documents or persons detailing the forthcoming expedition. Players have 1 week to prepare for it.

    A major convoy will carry 60,000 Dragons of loot and will be defended by 10,000 Naval Points. 100 Dromonds (3,000 points), 50 Heavy Galleys (2,500 points), 50 AOR ships (4,000 points) and 5 Grand Warships (500 points) form the treasure fleet.

    A force this mighty will require the forces of multiple Lords to seize upon, and the reaction of the victims will be extremely negative.



    Ports


    Major Ports (+5 to convoy detection)

    King's Landing
    White Harbour
    Gulltown
    Lannisport
    Oldtown
    The Arbor

    Regional Ports

    Barrowtown
    Seagard
    Lordsport
    Pebbleton
    Castamere
    Highgarden
    Starfall
    Planky Town
    Estermont
    Tarth
    Storm's End
    Dragonstone
    Duskendale
    Maidenpool
    Old Anchor
    Sisterton


  10. #10

    Default Re: Read Me: A few important points

    Seems like too much risk for not enough reward. love the idea though

  11. #11
    Poach's Avatar Civitate
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    Default Re: Read Me: A few important points

    I tried to keep it in line with regular raiding, where gains per raid range from a few thousand up to perhaps near 20k at most.

  12. #12

    Default Re: Read Me: A few important points

    But we essentially have to fight a battle in order to raid.

  13. #13

    Default Re: Read Me: A few important points

    Additionally, the buildings that give us militia points probably need a buff. a 20k investment for 250 points at tier 1 and another measely 250 for 40k at the next tier?

    Comes up to a 60k investment for tiers 1 and 2 for the equivalent of 500 light infantry.

  14. #14
    Poach's Avatar Civitate
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    Default Re: Read Me: A few important points

    I just changed "levy" to "militia", it's always been 250, 250, 500, 1,000 going up the tiers. What do you think it should go up to?

  15. #15

    Default Re: Read Me: A few important points

    400, 600, 1000, 1500

    (stacking, of course, for a grand total of 3500 possible militia points)

  16. #16
    The Mad Skylord's Avatar Tribunus
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    Default Re: Read Me: A few important points

    ^Agreed.

    Also, do trade goods that give points grant militia points or levy points? It was never made clear.

  17. #17
    Poach's Avatar Civitate
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    Default Re: Read Me: A few important points

    At the moment they still provide levy points. I'm waiting for the discussion on whether we keep trade goods at all or not to finish before making any effort to fix them.

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