Any rules for running a town/nation?


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You could always merge Lord Ben's caracteristics with Plane Sailings rank idea. Keep the stats introduced in Lord Ben's message, and use the same modifiers as in the PHB. Then you can make DC checks vs the town's correct modifier.

Adding ranks to all that makes it a little complicated. How do you assign ranks? It would be simpler, in my opinion, to simply change the stats (and thus, the modifiers).
 

I like the idea of ranks, but also being able to assign negative ranks. Liberal uses of circumstance modifiers also help...

Here is an example:

14 wealth - the town is very prosperous, Robert the Baron has many fields of tobacco that merchants all over the world from as far away as Kalamar come to buy since it's the best. The town boasts several large temples of the Parrish of the Prolific Coin (Kalamar merchant god), of which Robert is a high ranking member. The local hotel and tavern are first rate (owned by Robert), and the Mayor (Roberts brother) is always available to listen to ideas from travelers about improving the town. They also have managed to keep all the slave laborers in their own section of town and daily they clean the streets of beggers so as not to offend the merchants.

Now lets say you want to make a roll to see whether or not you can offload a pouch full of expensive gems in this town. You might say that since many rich people are in town they get 2 ranks to this skill and the town has +2 wealth. So you roll a d20 and add 4 and if they get DC10 then there exists a person or people in town who are willing to buy it. DC would probably change based on value of gems, etc.

On the other hand lets say that they're bandits who just stole a wagonload of non-magical candles and they want to sneak into the slave section of town to sell them. Figuring slaves don't have much money to spend and they're probably given nessecties you'd give individual citizen wealth -4 ranks. They roll d20 and subtract 2 and say the DC is 10 again for whether or not someone exists in this area who wants to buy some candles.

It'd be hard to make up a system, but a wise and fair DM (hopefully me) could create and assign stats at a whim. For instance if the players wanted to make street lights in the upper class area of town and they taxed everyone in order to pay for it you could quickly make up two skills of Loyalty: upper class, and Loyalty: lower class and give +1 and -1 respectively. If the stat loyalty is 16 it probably dosen't cause problems, but if it's 10 now you're running the risk of the lower class getting upset.
 

Lord Ben said:
Hey, if you use any of my ideas give me credit! I'm still pissed at WotC for not giving me props for my animated caltrops idea.

I would happily add someone's name to the credits of the program if they came up with an idea that I found useful. I'd probably also give them a free copy of the program if it was really useful.

As for randomly generating the various stats and properties of a town, I already have quite a few ideas and methods in mind. I just like to hear other people's points of view and such.

The statement about playing D&D, not SimBarony was great!

That would be a great line to steal if I was going to do much marketing for this program. But I'm not planning to invest much in that since I don't expect that it'll sell very well no matter what I spent. The people in the market for my program will find it, and the people who aren't won't. Due to the rapid word of mouth among players of D&D, I doubt that a little extra exposure at significant expense would affect gross sales all that much and would probably affect gross profit in the wrong direction. But then I'm a programmer, not a sales/marketing expert, so what the hell do I know anyway? :)
 

I'll license you the rights to my SimBarony saying if I can test the software out.... :) Seriously though, if you want anyone to evaluate the software I'll be happy to try it out.
 

Deal!!!

Beta versions have been posted in the software forum for months. :D

I probably ought to go bump the thread for beta version 0.22 since some copyright discussions ended up putting the thread of beta 0.2 ahead of it....

Bear in mind ... it's a GUI beta only. It doesn't actually output anything yet.
 

BTW, read NeMoren's Vault carefully. There is TOO MUCH TREASURE for a party of 1st or 2nd level!!! But... It is a pretty good module, there are a few spots where it needs to be tweaked, and by all means, do not read the boxed text to the players, do your own descriptions.
 

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