View Poll Results: Which proposal would you like to see ingame?

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  • The Equipment overhaul - Yes

    5 50.00%
  • The Equipment overhaul - Mayhaps, with some changes

    5 50.00%
  • The Equipment overhaul - No

    0 0%
  • Blacksmith - Yes

    3 30.00%
  • Blacksmith - Mayhaps, with some changes

    2 20.00%
  • Blacksmith - No

    3 30.00%
  • Maester - Yes

    2 20.00%
  • Maester - Mayhaps with some changes

    3 30.00%
  • Maester - No

    3 30.00%
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Thread: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

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    Default Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    So yeah, another row of proposals I wish to make with the end of the war. Most of the changes are practical while kept simple, as I see a lot of old remnants from GTSK influencing our game more than potentially needed.
    Given a look towards the current equipment system and with me being involved into duels recently, I always think, that the way how duels are actually done is sometimes pretty boring, while it has several problems:
    • People tend to forget about armour and sword being the most important thing within the RP, as +3 attack and +10 HP/+7 attack and +7 HP is in fact a lot. Most characters die without having even purchased these things (including Kingsguard)
    • There is no point to buy anything else than the third sword upgrade - for characters with barely any economy it is a waste of money, as they rather wait for being able to purchase the third sword upgrade.
    • There is no real vareity: You either buy full armour set + 1handed weapon to get more HP or you buy a Greatsword and get more attack power instead (or you buy both variants like I did with Yros, so you can switch battle mode after one combat )
    • Currently it's technically possible to equip people like Maesters, priests, Merchants and anyone else with armour and sword, while it does not represent their characters.
    • Armour and a single-handed sword cost 105,000 dragons for purchase - while any HL or LP can instantly waste this sum of money, there's barely a chance to achive this fast when you play a minor House or an unlanded knight. Also not the best position for Kingsguard characters, as when these volunteer for the King, some of them don't even have the required equipment.
    • You always have an easy time checking someone's vault if he bought an assassination tool - just the cost of something should not determine what was bought


    Thus it's in my eyes necessary to propose a new system, being a bit more based on how Pen & Paper does armour and weapons. Though I'm aware that we can't give every weapon a special effect, there are ways of how to make them more viable.

    As another remnant of GTSK we had the Freedman in our game - which nobody chooses as it's a remnant of an older game. Along with them would be the squire, whom nobody plays at all, the Hedgeknight with his really weird income and the pretty much undefined Swornsword, which always gets taken to represent a character concept on a different view from time to time.
    Yet, we always had people being interested during the past in other characters than knights and given how often people RP as Goldcloaks or whatever people with minor impact on the game, why not flesh these out in the rules?

    Maesters would also be among these guys, which are not only unfunny to play, but as well had in no ruleset at all any relevance for the actual game. When looking at some Pathfinder classes, I recently got some ideas of how to make these characters more fun.

    I also intended to create some stuff for Militia, outlaws and City HLs in general, but given the time I wasted with creating all of this stuff, I hope that this will be enough.
    It's a proposal, but the effort behind it is at least 7 hours, so hopefully even if not everything is considered or will make it into the ruleset, I hope that some of the stuff here might actually improve the game.
    Maester rules definitly need some rework, as it's not fully fleshed out and I lack of further ideas,
    but the rest is made with thought, while hopefully leading to some interesting character concepts.

    So yeah, vote for what you like, vote for what you don't like and post critique.

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    Character Equipment

    What a character is able to wear is defined by certain slots, as a character can own multiple assets of clothes, swords and armour.
    For regular characters it would be:
    2 weapon slots (regulary shield and sword)
    1 armor slot
    1 Passive slot (for items like Myrish Eye, a dagger or anything, which can be placed there)

    Any other items, not being utilized can be found within the backpack of the character.
    Only lordly characters have technically 5 Retiniue spots for their characters, which are limited to a Lordship being able to purchase 5 Retiniues in total. If a character loses his lordship status, while not having hold over the keep, he loses all his retainers.

    When being within a battle, a duel or any other relevant situation to where the equipment would apply, the player of said character has to post beforehand all his slots and retiniue, which would grant him an additional bonus during the event.
    In case of tournaments a signed-up character has to determine his Equipment before the start of the tourney and can't exchange it during the entire trial.

    It is allowed to pick two one-handed weapons for a fight instead of sword and shield.


    Weapons

    Weapons are now determined by their material, their weapon type and their quality.
    To purchase a weapon, the character has to pay for each aspect of the weapon the named prize. A weapon is worth the combined ammount of money which went into the production, while it can be sold to any kind of NPC salesman for half the prize. Only the Blacksmith - Freeman class is the exception of the rule.
    You can't pick multiple aspects from the same category for a weapon.

    Material
    Bronze - +1 Duels, +1 Assassination, if used for a dagger weapon, can be purchased by anyone , 5,000 Dragons
    Iron - +2 Duels, can be purchased by anyone , 7,500 Dragons
    Steel - +3 Duels, can only be purchased by any minor lord, High Lord or Lord Paramount , 10,000 Dragons
    Valyrian Steel - +4 Duels, grants any White Walker opponent -2 on duel rolls, can't be purchased regulary, has a worth of around 25,000 Dragons on the regular market
    Obsidian - +1 Duels, +1 Charisma, grants any White Walker opponent -2 on duel rolls, requires a trade route to Essos or Dragonstone, Gulltown, Lannisport, White Harbour, King's Landing, Oldtown or Planky Town, 15,000

    (Bows only)Regular Wood - +1 ranged Assassination on battlefield, + 1 during archery contests and hunting rolls, can be purchased by anyone, 7,500 Dragons
    Oakwood - + 2 during archery contests and hunting rolls, can be purchased by anyone, 15,000 Dragons
    Weirwood - +2 Assassination on battle field, + 3 during archery contests and hunting rolls, -1 charisma in front of Northern lords, can only be purchased with a trade lane towards a northern lord, who gave during the trade agreement his permission craft one (-3 charisma, when you ask for it as a Southerner, -2 if you are from the North), 25,000 Dragons

    Weapon type
    One-handed weapon (Sword) - uses 1 weapon slot, 2,500 Dragons
    Two-handed weapon (Greatsword) - uses 2 weapon slots, grants +2 additional Duel, 5,000 Dragons
    Bastardized weapon (Bastard sword) - grants +1 Duel if you use 2 weapon slots, otherwise it grants no additional bonus if used as a 1-handed weapon, 6,000 Dragons
    Spear weapon - uses 1 weapon slot, grants +2 duel if used with two weapon slots, -2 duel if the character wears an armour granting him +5 HP or higher, 7,000 Dragons
    Dagger weapon - can either use 1 weapon slot or 1 Equipment slot, -1 Duel, 2,500 Dragons
    Regular Bow weapon - uses 1 weapon slot, doesn't stack with an additional bow in another weapon slot, 7,500 Dragons
    Longbow weapon - uses 2 weapon slots, +1 ranged assassination on battlefield, +1 during archery contests and hunting rolls, -2 duels, 10,000 Dragons

    Quality
    Regular craftsmanship - no bonus, 2,500 Dragons
    Master craftsmanship (only close combat weapons) - + 1 Duel,requires the permission of a Lord Paramount or City High Lordship to purchase, 25,000 Dragons
    Master craftsmanship (only bows) - + 1 Battle,requires the permission of a Lord Paramount or City High Lordship to purchase, 25,000 Dragons

    To purchase a weapon, simply write what the character purchases.
    For example:
    Lord X purchases a regular Steel Sword (+3 Duels) for 10,000 Dragons
    If the purchase might look confusing, as you want to purchase an axe with the mechanics of a Bastardized weapon, note it as well
    Lord X purchases a master-crafted Obsidian Battleaxe (Bastardized weapon, +2 Duel, +1 Charisma) from King's Landing for the cost of 46,000 Dragons



    Armor sets

    To make armor more simplified, Shields are considered now as a weapon for one slot, while armor fills 1 entire slot of the character.
    For events, may it be outside or within a battlefield, character have to choose which armour or clothing piece they wear, should they possess multiple armour pieces.
    A character can change his armor set either when he is at his home seat or during travel, if he utilizes his equipment slot for another piece of armour.
    If being approached in a duel or combat, a character can't change his armor set, if he stated before to wear something else.

    Armor sets
    Leather set - available for anyone, grants +4 HP +1 Duel, -2 Charisma in front of nobles, 20,000 Dragons
    Militia set - available for anyone, grants +3 HP +2 Duel, -1 Charisma in front of nobles, 25,000 Dragons
    Scout set - available for anyone, grants +3 HP, +1 Scout +1 Logistician - 1 Charisma in front of nobles, 25,000 Dragons
    Knight set - available for any kind of Knight, Swornsword or Lord as well as for mercenaries, grants +5 HP 30,000 Dragons
    Tourney Knight set - available for any kind of knight, swordnsword or Lord, grants +4HP, but a bonus of +1 for joust , 30,000 Dragons
    Steel plated set - available for any Swornsword or Lordly character, grants +7HP , 45,000 Dragons
    Dornish garments - available for any Dornishman or Essosi Swornsword, Lord or sellsword captain, grant +4 HP, +1 Duel, 35,000 Dragons
    (Maesters and Alchemists only)
    Common Maester robe - replaces your two weapon slots with two Equipment slots, +1 Charisma , 10,000 Dragons
    Robes of Wisdom - replaces your two weapon slots with three Equipment slots, +1 Charisma , 30,000 Dragons
    Robes of Knowledge - replaces your two weapon slots with two Equipment slots, +2 Charisma , 35,000 Dragons
    Robes of the Seneshall - replaces one weapon slot with three Equipment slots, +2 Charisma, can only be purchased by the Maester Seneshall of Oldtown ,50,000 Dragons
    Archmaester Robe - replaces two weapon slots with three Equipment slots, +3 Charisma, can only be purchased by the Maester Seneshall of Oldtown or an Archmaester, 100,000 Dragons

    (women only)
    Modest dress - available for knightly and lordly characters, -1 Charisma +1 wealth, -2 to Duels, 10,000 Dragons
    Noble dress - available for Lordly characters, +1 Charisma +1 to Escape rolls, -3 to Duels, 15,000 Dragons
    Noble gown - available for Lordly characters, +2 Charisma -1 to escape rolls, -4 to Duels, 25,000 Dragons

    Shields (require 1 weapon slot):
    Buckler - available for everyone, +1 HP, 10,000 Dragons
    Knightly Shield - available for every Knight, Swornsword or Lord as well as Sellswords, +3 HP -1 Duel, 20,000 Dragons
    Tower Shield - available for every Swornsword, Lord or Sellsword captain +5 HP -3 Duel, 30,000 Dragons

    Special rules: Kingsguard characters can get their Steel plated set via the King and get a +2 bonus on duels due to their passion of defending the king. This bonus exists as long as they hold to their oath or as long as there is a king, whom they can defend and who accepts their oath (said King must at least be from a previous royal family or have a legitimate claim).
    Kingsguard Characters, who wield a Valyrian Sword only get a +1 bonus for balance reasons.




    Rework concerning Hedgeknights, Squires and Freeman (only moderation important; no actual rule section)

    Starting income:
    Hedgeknight - 15,000 Dragons
    Freeman - 7500 Dragons

    Maesters
    Maester - 20,000 Dragons (Players must start as a Maester character)

    Weekly income:
    Hedgeknight - 10,000 Dragons
    Freedman - 5000 Dragons

    Maesters
    Grand Maester - 15,000 Dragons
    Archmaester - 10,000 Dragons
    Maester - 5,000 Dragons


    Cut the squire completely - nobody ever signed up as a squire to recieve Income for him.
    The hedgeknight might get more viable with the armor and weapons update, so I think he could need a small buff regarding his income.

    Maesters should in my eyes be comparable of how to handle Merchants. They will use different mechanics, however.


    Freedman

    A Freedman starts with the lowest income in the game, even inferior to a hedgeknight. Unlike Noblemen and others, they can't purchase any Professional troops at all.
    Though they are technically free to go to whereever they want, a local lord can actually enforce a Freedman to fight for his cause, should his place of employment be under attack. Neither does he benefit from any protections against the assassins and guards, send by other lords to actually disturb his buiseness in a brutal way.
    Given however his fragile status, he can however choose one out of several careers to determine his further life.
    A Freedman can only choose one career at a time, while losing all progress if he decides to choose another one.

    Following careers are available for a starting Freeman for choice:
    -Blacksmith
    -Militia (work in progress)
    -Outlaw (work in progress)

    Blacksmith:
    Blacksmiths are needed craftsmen within the world of Westeros, having learnt to craft hard materials like Iron to either a weapon or some kind of protection.
    Due to their knowledge, lords actually are always in search of Blacksmiths, while they live regulary dangerous, should they anger their customers.

    Choosing a career as a Blacksmith, while grant the character a base maximum of 5 available forge points.
    Forge points are needed to craft a weapon, while they refill every year. Unused forge points get lost with the beginning of a new year.
    A Blacksmith furthermore has 3 talent points, which he has to spend on the type of weapons he is able to craft:

    One-handed Weapons
    Two-handed Weapons
    Bastardized Weapons
    Spear Weapons
    Dagger Weapons
    Regular Bow weapons
    Longbow weapons

    Armor sets
    Shields


    For each chosen talent, a Blacksmith is able to create a regular weapon of this type.
    If he has invested 2 additional talent points into a weapon type, he is also able to create Mastercrafted weapons.
    At signup you can't invest more than 1 talent point into any weapon type.

    Location:
    To start his buiseness, every Blacksmith needs a home, from where he can buy local materials and actually produce equipment.
    The decision concerning this location is important, as all Blacksmith equipment you purchase for the Blacksmith is tied to said place (unless rules state otherwise).
    Moving your assets from one place to another will take you an entire week in RL, while any raid or attack in the meanwhile on your original forge can still be executed.
    Local Lords can always seize your smith for half the money, you invested into the entire equipment, while you lose half your assets, if you reopen the Blacksmith in another location.
    You can choose what equipment you keep, while it has to cost less than 40,000 Dragons.

    Certain locations grant you special boni:
    The North - if your character starts his buiseness in the North and is considered by biography a Northman, he gains an additional skill point per year, as long as he matches the conditions
    The Iron Islands - if your character starts his buiseness as an Ironman on the Iron Islands, the production of Twohanded-weapons and Bastardized Swords costs 1 skill point instead of the regular costs.
    Dorne - if your character starts his buiseness as a Dornishman or Essosi in Dorne, the production of Regular Bow weapons and Spear Weapons costs 1 skill point instead of the regular costs.
    The Westerlands - if your character is a Westerman and starts his buiseness within the Westerlands, he gains at signup 5,000 additional gold and earns additional 1,000 Dragons per year.
    The Stormlands - any Blacksmith character, originating from the Stormlands gets granted an additional talent point.

    Crafting a weapon:
    To craft a weapon, Blacksmiths need to purchase the same materials of which the weapon consists, while paying the same prize for it. Only a blacksmith is able to buy the material himself, though a Lord is allowed to pay the material himself
    Materials are only available in certain regions while some are tied to requirements

    Bronze - available on every local market
    Iron - available in High Lordships only
    Steel - available in High Lordships only, requires the permission of the Lord
    Valyrian Steel - unavailable in any region, can only be found by decision of the moderation in a quest line
    Obsidian - available in Dragonstone and any larger coastal city (King's Landing, Gulltown,Oldtown,White Harbor, Lannisport, Planky Town)

    Regular Wood - available on every local market
    Oakwood - available in High Lordships, require the permission of the Lord
    Weirwood - available in Northern High Lordships only with permission of the local lord, requesting the material from an NPC grants the Blacksmith -4 Charisma, -3 Charisma if he is a Northman with his forge being located in the North



    To craft the actual weapon, the Blacksmith takes at least one day per weapon he actually has in production. Mastercrafted weapons take 3 actual days, where the Blacksmith has to work.
    During any production phase, the Blacksmith is occupied to his forge and can't RP in other places than his own home thread.
    For each kind of weapon you will use skill points for actual crafting:

    One-handed Weapons - 1 skill point
    Two-handed Weapons - 2 skill points
    Bastardized Weapons - 3 skill points
    Spear Weapons - 2 skill points
    Dagger Weapons - 1 skill points
    Regular Bow weapons - 1 skill points
    Longbow weapons - 2 skill points

    Crafting armor and shields:

    To craft armor and shields, Blacksmiths pay half the material cost of the original armor piece/shield type. The production of both shields and armor sets takes 3 days.
    Unlike weapons, armor sets and shields use a Tier system to determine whether a Blacksmith can craft them or not.
    Every invested Talent point into the armor set-/Shield-category raises the Tier by 1.
    A Blacksmith can reach Tier 3 as a maximum for each category.

    Blacksmiths with the required talents are able to craft items from the following list:

    Armor set:

    Leather set - Tier I , 1 skill point, 1 day work time, 10,000 Dragons
    Militia set - Tier I , 2 skill points, 2 days work time, 12,500 Dragons
    Scout set - Tier I 2 skill points, 2 days work time, 12,500 Dragons
    Knight set - Tier II 3 skill points, 3 days work time, 15,000 Dragons
    Tourney Knight set - Tier II 3 skill points , 3 days work time , 15,000 Dragons
    Steel plated set - Tier III 5 skill points , 5 days worktime 22,500 Dragons
    Dornish garments set - Tier III , 4 skill points, 4 days work time 17,500 Dragons


    Shields:
    Buckler - Tier I, 2 skill points, 1 day work time, 5,000 Dragons
    Knightly Shield - Tier II 2 skill points, 2 days work time, 10,000 Dragons
    Tower Shield - Tier III3 skill points, 2 days work time15,000 Dragons
    Acquiring more talent points:
    To acquire more talent points, a blacksmith can visit the Citadel of Oldtown or ask a High Lord for access towards his libraries and the attendance of his Maester to improve his skills. The attempt is successful, if the Blacksmith can study for three days at said place without getting disturbed. With each succesful attempt the Blacksmith gets one additional talent point, along with one permanent skill point.
    He is able to do this by paying a sum of 25,000 Dragons the first time.
    Each further time he wishes to learn an additional talent point, the prize for doing so will be raised by additional 25,000 Dragons per time he wishes to improve his talent further.
    As a maximum the Blacksmith can acquire 5 additional talent points and 5 permanent skill points.

    Smiting or reforging a Valyrian Steel weapon grants you after the process an additional talent point.

    Blacksmith Forge equipment

    Forge Hearth - grants the Blacksmith 2 additional skill points, 10,000 Dragons
    Increased Bellows - reduces the work time on a product, taking more than 1 day to craft by 1 day, 30,000 Dragons
    Additional workers - allows the Blacksmith to produce a second, regular weapon or armor piece within his own production, 20,000 Dragons
    Improved Production - choose a weapon type/armor set with more costs than 1 skill point; reduce the skill point requirement for each produced weapon by this type by 1, 50,000 Dragons
    Guild contract - choose another material from another region, which you regulary can't get from your own location - you still have to fulfill the conditions (Valyrian Steel can't be chosen), 30,000 Dragons
    Improved Tuyere - choose a weapon type/armor set with more costs than 1 skill point; reduce the skill point requirement for each produced weapon by this type by 1, 50,000 Dragons
    Friendly neighbourhood - allows you to raise instantly a militia force of 100 Heavy Infanterists, if your forge is getting attacked, provides +1 to escape rolls for the Blacksmith and his household, 40,000 Dragons
    Backdoor - +1 escape within your forge for the Blacksmith and his household, 30,000 Dragons




    Maesters

    A Maester in the sense of an actual Maester character is not necessarily a household Maester, but works on agenda of the Citadel.
    Maesters are experts in matters of knowledge, as they were trained at Oldtown while guiding other subjects diligent through their life some day.
    Yet there are as well independent Maesters, who travel around Westeros to actually gain more understanding for the world in which they are living, while trying to aim for rational theories and finding proof for unsolved mysteries.

    Maesters start with 3 skill points, while they gain additional skill points via artefacts of importance for the history of Westeros. These are either found during long journeys or during rebuilding an old, ruined holdfeast.
    Skill points recover every full year, while unused skill points can't be utilized in the following year and simply vanish.

    Expelled Maesters
    It is one thing to become a Maester, but another to stay in such position.
    Any Maester, who travels outside the Citadel and is not the Maester Seneshall of the Citadel, is not allowed to use any kind of weapon and has to lose his reputation as a Maester if he nontheless wields one.
    Neither he is allowed to command or to train actual military troops nor shall he lead any soldiers into battle.
    Furthermore he gets expelled by the Citadel, if he is studying forbidden knowledge or abuses his studies in his own, personal interests.
    Though it would be optistic to say that the Citadel and their Maesters don't express any political opinion, the Citadel is always free to re-call a Maester, whose political activities can't be ignored and stripe him of his position.
    A Maester, who has been expelled from the Citadel, can't longer use his regular abilities, while he only keeps apart from his equipment his forbidden knowledge. He furthermore loses all reputation he has gathered thus far.

    Reputation
    To achieve higher honors within the Citadel, a Maester needs reputation.
    Reputation is won by either finding historical artefacts, by writing important documents, which get released to the public or by other meanings.
    If a Blacksmith wishs to learn more talents, a Maester can help him to study for three days without any required costs, while he would gain 1 reputation, if the Blacksmith has also learnt his talent and skill point.

    To become elected as an Archmaester or Grand Maester, a Maester needs 5 reputation.
    Becoming the Maester Seneschall of the Citadel requires a reputation of 7.

    Artefacts:
    Maesters are able to find several artefacts within the realm of Westeros and lands far away from it. Delivering them into the safety has the following effects, while artefacts are treated as the possession of said Maester, as long as they remain within the Citadel.

    Small Relics

    Arrowhead/Spearhead of the First Men - +1 reputation, 5,000 Dragons worth
    Fingerbone of a local ruler - +1 reputation +1 skill point, 7,500 Dragons worth

    Regular relics
    Bronze helmet/shield/sword - +2 reputation, 10,000 Dragons worth
    Statuette of a former ruler - +2 reputation +1 skill point, 15,000 Dragons worth
    Conserved journal of a swornsword - +3 reputation, 25,000 Dragons worth

    Ancient relics
    Skeleton of an Andal/First man - + 4 reputation, 30,000 Dragons worth
    Old crown - +4 reputation +1 skill point, 35,000 Dragons worth
    Conserved book from ancient times, + 5 reputation, 50,000 Dragons worth

    These are only few examples of what could be found, as Westeros houses many secrets.

    Excavations
    Whenever a Ruined Holdfeast within the realm is rebuild, the Maester is free to participate within the event to grant the Lord, rebuilding the keep an additional roll of what artifacts he is able to find.
    The table on which the Maester can roll is as following:
    0-55 No artefacts are found
    56-75 A small relic is found
    76-90 A regular relic is found
    91-99 An ancient relic is found
    100 The Maester finds a relic of historical importance (custom, moderator decision)

    If an actual relic has been found, it is on terms of the excavating Lord and his men to decide whether the Maester would gain it, due to the help he provided or if they wish to sell the piece to the local market. Given the rare ammount of Gold a Maester has, he can however try to buy the relic by himself, while he gains a -3 Charisma modificator in front of an NPC lord, if he tries to convince said lord to sell him the relic (due to the Lord knowing, that the Maester might try to trick him and might not pay him as much, as a merchant would pay him).
    Any relics, sold to the Bull's Wares, can't be retrieved by the Maester and it will be assumed that another NPC will bring it some day to the Citadel, if it's whereabouts aren't known.


    Abilities

    -Creating Equipment: For 3 skill points the Maester is able to construct one of the following items.
    • Compass - +1 Logistician, 5,000 Dragons worth
    • Detailed Map of one of the Seven Kingdoms - +2 Logistician to anyone, who enters the region of the map, 7,500 worth
    • Poison - can be applied on a weapon for additional +1 Assasination and a one-time use; if filled into a liquid to assassinate a person it grants +3 Assassination but has a 15/20 chance of getting discovered, 20,000 worth, Possessing Poison is legal for a Maester, but if he sells or uses it, he risks losing his reputation and his office as a Maester in front of the Citadel
    • Milk of the Poppy - can be used after a battle to avoid a death roll (17/20 chance to fail), 15,000 Dragons worth
    • Telescope - +1 to Scout, 10,000 Dragons worth



    -Creating a tome: For 4 skill points the Maester is able to craft a tome, filled with historical facts, which can grant him 2 additional reputation. He has to pay 50,000 Dragons to actually publish his workpiece, while he needs to sell it to one PC lord for at least half the prize to gain the reputation points. The produced document can be stored and sold at any point the Maester wishs to do so.
    A lord owning a tome gains +1 Battle, if he keeps it in his equipment slot.

    -Knowledge of the Citadel:
    For 2 skill points a Maester is able to gain +1 Charisma in front of a nobleman. He gains an additional +1 Charisma if the area regarding his Charisma roll is needed in terms of a historical question as in example an ancient feud between two Houses. The Maester can't make up historical facts on his own though.

    -Diffame the dilitant: For 3 skill points a Maester can negate the Charisma of another Maester by -2.

    -Call for help: For 1 skill point, the Maester is able to call surrounding allies to aid him, if he gets ambushed by hostile forces. Roll on Charisma, 10/20 chance for success.
    If the roll is successful, 3d20 Light Infantry run to the aid of the Maester, while granting him a situational +1 on Escape rolls.
    Only works within settlements and if the life of the Maester is actually in danger

    - Bloodlines: For 3 skill points, a Maester is actually able to research the family trees of a Westerosi House to find out who would actually be in line of succession and to which Houses the family is related.
    The Maester himself can't choose which Houses it would be, as it is decided by the moderation and Westerosi history.
    1-35 The Maester finds absolutely nothing, but Houses into which female members wed or other uninteresting facts
    36-65 The Maester discovers an overlooked side branch via the male line from said House, who potentially has minor claims, if the main branch and known family side branches get extinct
    66-75 The Maester discovers that a major House of the same region has minor claims on the set of the House, should the main branch and known family side branches of current time get extinct
    76-95 The Maester finds out that an exile of the House has actually founded his own family branch of the House in Essos. Claims are minor, but still existing, if the main branch and the side branch become extinct.
    96-100 The Maester figures out that due to a mistake in history the legimate heir of the House was overlooked for several generations while his offspring is still existing.
    Only Archmaesters and the Grandmaester are able to research successfully the actual history of the Targaryens, the Blackfyres and any Lord Paramount family.

    - Fabricating Claims (Forbidden Knowledge): Works like 'Bloodlines' but with the difference that the Maester is able to fabricate a claim by himself.
    For 5 skill points, a Maester is able to fabricate a claim for a Westerosi House, while he can invest any further two skill points as one additional modifier to give his claim more credibility. Any Maester character can roll against this claim, while not having to roll against the custom modifiers. The chances to discover that the claim was made up by the Maester is 17/20.
    If the plot gets uncovered, the Citadel has to expell the Maester, even if he is the Grandmaester or one of the Archmaesters.
    Following claim fabrications are possible:
    • a Knightly House has claims on a minor Lordship
    • a Minor Lordship has claims on a High Lordship

    The Grandmaester or any Archmaester are able to fabricate the following claim
    • a High Lord has actual claims on a Lord Paramount seat


    Maester Seneschall of the Citadel
    Functioning like a regular Maester for most of the time, the Maester Seneschall is the only Maester, allowed to actually hire and command professional troops for the Citadel.
    Apart from that he commands as well a household guard of 500 Heavy infanterists within the Citadel.
    When leaving the Maester Seneshall is only allowed to take a retiniue of 50 household guards with him.

    Though the Hightowers work closly with the Citadel, the Citadel does not have to raise any troops, if the ruler of Oldtown or the entire Reach call to arms.

    Maester equipment

    Abacus - grants the Maester +1 additional skill point - does not stack with other items of the same name, 35,000 Dragons
    Feather and quill - grants the Maester +1 additional skill point - does not stack with other items of the same name, 15,000 Dragons
    Raven companion - grants +1 Survival +1 Escape , 20,000 Dragons
    Golden chain link - grants +1 Wealth, 15,000 Dragons





  2. #2
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    The real weirdness about equipment is that if you're a landed knight or above, you should start with armor.. even the small manorial lords who own only like few acres, all their income went to the upkeep of a horse and armor.

  3. #3
    The Mad Skylord's Avatar Tribunus
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    What's also weird about equipment is the lack of jousting or archery gear. I don't think it needs a massive overhaul, it just needs some bows and lances added as buyable equipment.

  4. #4

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    @BF: Yeah, I kinda try to reflect this fact already with the new overhaul - that way even hedgeknights can finally get their stuff done within 1-2 years, while not buying the most valuable equipment right away.
    With my proposal, you can compose different things out of several characters.

    Quote Originally Posted by Skylord_Conor21 View Post
    What's also weird about equipment is the lack of jousting or archery gear. I don't think it needs a massive overhaul, it just needs some bows and lances added as buyable equipment.
    I considered lances, but assume that you can barely cound these as weapons.
    My proposal does by the way different kinds of bows and gives boni during archery contests.
    Even considered your weirwood bow.

    @PM: Maesters are supposed to be individual characters in this, if you sign up for one.
    Rather hope that people who sign up as a Maester go rather for an independent being, studying still at the Citadel, while not serving necessarily a lord.
    And yeah, it's not balanced - the Poison creation in example is one thing, which might has to be rethought, while the claim stuff might also need some rework.

    Kinda felt though that we rather needed a more individual character concept for Maesters, where they build up reputation and acquire Skill points than an unnecessary support character nobody wants to play.
    Last edited by Lord Dread; July 01, 2016 at 12:27 PM.



  5. #5

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    I mostly like this proposal. Stu
    Ill not sure it will add to the relevancy of playing a maester though. Seems like a support role that would add some flavor to the rp at best or just end up being totally abused as everyone goes to sign one up to put in their main's castle and reap the benefits.

  6. #6
    The Mad Skylord's Avatar Tribunus
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Tbh, Weirwood bows are like Valyrian Steel - incredibly rare - I rped mine as the twin of the Bloodraven's. They should really be assigned to houses and they should also be able to be found in excavations, not really something you could buy.

    You forgot yew! How could we forget that awful wood that's poisonous to horses and gave the bloody English such a terrible advantage for so long!?

  7. #7

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Quote Originally Posted by Skylord_Conor21 View Post
    Tbh, Weirwood bows are like Valyrian Steel - incredibly rare - I rped mine as the twin of the Bloodraven's. They should really be assigned to houses and they should also be able to be found in excavations, not really something you could buy.

    You forgot yew! How could we forget that awful wood that's poisonous to horses and gave the bloody English such a terrible advantage for so long!?
    Uhm, prizewise I made them comparable with Valyrian Swords, if you noticed.
    And given that you have to convince a Northern Lord to gain one, while you get a -1 Charisma when equiping it, I assume this one will make it kinda rare. Given of how people RP the Northmen, I doubt there will be much abuse.



  8. #8
    ficenzi's Avatar Senator
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    We need Goldenheart bows from the Summer Isles. Allegedly superior.
    Make the Reach great again.

  9. #9
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Dornish Yew Bows would be a practical addition to any list of bows. They're described as small and being used from horseback, so we can fairly assume they are composite bows.

    @Maesters are by default at every single keep so creating a situation where not signing up a maester character penalizes you, is not a good idea.
    Last edited by Dirty Chai; July 01, 2016 at 01:17 PM.

  10. #10

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Hmm, well, the Blacksmith is kinda a mix out of the merchant and some own ideas.
    Given that Zeus once signed up as a blacksmith and it was next to the Maester a kinda complex but yet simple role to play, I could imagine that people might like it.

    Quote Originally Posted by Bastard Feudalism View Post
    Dornish Yew Bows would be a practical addition to any list of bows. They're described as small and being used from horseback, so we can fairly assume they are composite bows.

    @Maesters are by default at every single keep so creating a situation where not signing up a maester character penalizes you, is not a good idea.
    Hmm, actually a good thing - mayhaps that can be added, though I considered composite bows being among regular bow weapons mechanics. Same with Crossbow.
    Only differed between Longbows and regular bow weapons, because a Longbow might be more fatal within a battle.

    @Skylord: Disagreeing here.
    Tobho Mott along with the people Arya met and those, who came to the Night's Watch are mainly commoners.
    And Janos Slynt was far by my knowledge not from a noble House before the Battle at Blackwater.



  11. #11

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Maeaters won't be treated like that. Their scope is so limited. Freedman professions always seemed like a poorly ahoe horned in aspect of this game. Only sellswords matter and even then, they dont really

  12. #12
    The Mad Skylord's Avatar Tribunus
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    The Game of Thrones has nothing to do with the peasantry. Even in the books, their role was relevant only in the Night's Watch arc, and occasional spots as bastards and promoted smugglers, etc. Almost every character is minor or major nobility. Freemen are unimportant save for Sellswords, as Ponti points out. I personally feel we'd be just as well taking it out altogether.

  13. #13
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    It makes no sense for a Maester to be able to forge claims like that. After all the lines of succession and who owns what is very well known and established in this universe.


  14. #14
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Composite bows don't have any advantages unless you use them from horseback. Some cultures use them on foot as well, but that's because composite bows typically come from dry climates like steppe or desert while self bows or longbows come from wet and temperate climates. In fact, composite bows will fall apart in rainy european seasons or in india, because they're glued together from different materials.

    Not saying Dornish bows should melt outside of Dorne
    But certainly, if complex bow mechanics are made (meh, probably not a worthwhile venture tbh), Dornish Yew Bows would be usable from horseback while other bows are not.

  15. #15
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    Valyrian steel should be taken off materials though. Its such a rare material that only a few smiths even comprehend how to use it. There's a reason why we have a list of VS weapons and not just let everyone have one.

    Valyrian steel was always costly, but it became considerably more so when there was no more Valyria, the secret of its making lost with the Doom. Only the greatest weaponsmiths can reforge swords from existing Valyrian steel, making those remaining weapons highly treasured and extremely rare. The blacksmiths of Qohor claim to know the magics for reforging Valyrian steel without losing its strength or unsurpassed ability to hold an edge.
    I would rather we keep VS to what limited weapons we have and not available as a material.
    Last edited by Lucius Malfoy; July 01, 2016 at 04:51 PM.
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  16. #16

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    @Barry
    I actually thought on that and would say that spent money on equipment gets either re-afforded (like for complete armor set 75k Dragons + the prize of the previous sword)
    or people can actually choose one of the avilable armors, changing existing armors to Steel-plated armor (at least for the majority of Lords and Swornswords this should be possible, going by my rules) and the sword to the Steel version of the previous weapon.

    If we do the thing mid-game, it will be a one-time decision only.

    Quote Originally Posted by Lucius Malfoy View Post
    Valyrian steel should be taken off materials though. Its such a rare material that only a few smiths even comprehend how to use it. There's a reason why we have a list of VS weapons and not just let everyone have one.



    I would rather we keep VS to what limited weapons we have and not available as a material.
    Fair enough.
    I only mentioned VS as a material, so people understand how stuff made out of Valyrian steel is made. It should not imply that we can go into mass production of Valyrian Steel.

    Quote Originally Posted by Pericles of Athens View Post
    It makes no sense for a Maester to be able to forge claims like that. After all the lines of succession and who owns what is very well known and established in this universe.
    Probably, as I was uncertain about these as well.

    My other idea was to perhaps replace this one with Necromancy as a Forbidden Knowledge, but I don't know how best to reflect this one.
    Especially when considering that this one is based on a (pretty likely) theory that
    Spoiler for ASoIaF, Dance of Dragons, A Feast of Crows
    Ser Robert Strong in the books is actually a zombified Ser Robert Clegane

    , thus it's no solid base on which we can argue that it's actually a thing.

    The idea for Forbidden Knowledge and Maesters getting exiled is btw based on Qyburn, who joined the Brave Companions.
    Regular Maesters would usually wear their robes, but if one of them gets stipped of his position, similiar of how a Cleric would lose his abilities if he disobeys the principles of his deity in D&D or Pathfinder,
    I could imagine characters, who actually gained said knowledge and just go with this one, using their left abilities for a warrior life.

    I agree that it's not fully fleshed out. There is an idea into what direction a Maester should go in my eyes, given by how we tried to diminish them in the past to actual Lord supporters,
    but I kinda want a Maester concept, which aims for Maesters without a Lord, whom they serve.

    Perhaps it might be better to rethink even the entire chain and even say that you can only sign up an Archmaester, the Grand Maester or the Maester Seneschall of Oldtown for actual mains with income and those abilities.



  17. #17
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    I generally support these proposals (save the Maesters' ability to forge titles, I agree with Perry on that count) but I do have a question - if these proposals are adopted, what happens to those of us who have already bought equipment under the current system?

  18. #18
    Poach's Avatar Civitate
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    So the proposal for weapons overhaul is favourited as "maybe with changes", so I'll propose this simpler version:

    Armour and Weapons


    Armour sets are available to all characters and both genders, with certain ranks beginning with access to certain armour sets. The attire chosen for wear impacts the wearer's abilities in terms of movement and survivability.

    Armour Sets


    Studded Leather Armour (+5 hp, +2 Scout, +2 Assassin, +2 Capture) - The simplest armour in terms of creation and the weakest by way of protection, this armour nonetheless provides the user much better movement and is favoured by those who would rather be quick on their feet over having the ability to slug it out in a melee. A studded leather chestpiece with hardened leather vambraces, shinguards, thighguards and boots. This set of armour costs 15,000 Dragons.

    Chainmail Armour (+10 hp, +1 Scout, +2 Duels, +1 Survival) - The armour of choice for most freedmen, chainmail is affordable yet offers some protection on the battlefield. A mix of studded leather with a mail coat or mail worked into the leather. This set of armour costs 30,000 Dragons.

    Partial Plate (+20 hp, +4 Duels, +2 Survival) - The optimal trade-off between mobility and protection, partial plate armour is often worn by those of a knightly bearing. A thick and solid plate chestpiece protects the vital organs while segments covering the thighs, shins and forearms allow blows to be deflected or absorbed. Leaving the upper arms and legs largely unrestricted means that movement isn't too heavily constrained, allowing the wearer mobility for duelling. This set of armour costs 40,000 Dragons.

    Full Plate (+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. You become near-impossible to kill but also don't move much yourself. Favoured by knights taking to the battlefield, knowing their main role in such an event will be to present the heaviest possible mass atop a horse to plough through enemy troops in a formation of massed heavy horse, this is a set of armour for surviving a major battle rather than a set for everyday wear or single combat. This set of armour costs 60,000 Dragons.

    Weapons

    Weapons are divided into three overaching types: those used exclusively in one hand, those used with one or two depending on the context, and those large enough to require two hands at all times. Each comes with benefits and drawbacks.

    A single handed weapon and shield (+2 Duels, +4 Survival, +6 hp) offers the most survivability, allowing the user to shelter behind the shield and use it to further protect themselves, but at the cost of sacrificing the reach and power afforded by the larger, heavier weapons. This combination costs 30,000 Dragons.

    A bastard sword (+4 Duels, +4 Survival), the most common name for large single-handed weapons, are typically used without shields but are lighter and thus more mobile than greatswords, giving the user the ability to position themselves faster and exploit the situation with more agility, at the cost of reduced reach and less power than a greatsword, but superior reach and power to a single handed weapon. These weapons cost 25,000 Dragons.

    A greatsword (+7 Duels, +2 Survival) represents those swords that are the largest, heaviest weapons, be they swords, poleaxes, greataxes or warmaces. These weapons are sluggish but mighty: a solid blow from such a weapon, even to a shield, could break the arm of the target or outright shatter lesser weapons. The key to surviving such weapons is mobility, while the key to their masterful use is conservation of energy and the efficient application of it into well aimed, well timed strikes of immense power. These weapons cost 30,000 Dragons.

    Notes

    - Kingsguard may select any single armour and weapon set for free.
    - If a character with any of this equipment dies, their weapon may be inherited but the armour cannot be inherited: anyone can use any weapon, but armour was crafted to fit the user.


    This takes no account of Maesters or Blacksmiths like LD's does, I'm only proposing simplifying the duelling/battle-focused sets.

  19. #19

    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    I like it

  20. #20
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Proposals - Equipment overhaul, Blacksmith class for Freedmen and Maesters

    I like it too. Also that Kingsguard get a free set. Cause it makes sense.

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