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ASoIaF RPG - A Tourney of Gulls [Recruiting]
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<blockquote data-quote="Cor Azer" data-source="post: 5512742" data-attributes="member: 870"><p>That's a pretty accurate summary of the house's starting position, although we still have to roll for the modifiers from historical house events.</p><p></p><p></p><p>For those unaware of how Houses and house resources work - resources are invested or spent to improve the holdings and assets of the house. Up to once a month (but at least once every three months) the head of the house can make a house fortunes roll which can add.a bonus or penalty (usually 1 or 2 d6) to one or more resources; these represent abstract events such as a good harvest, flooding, poor tax revenue, etc. Higher rolls are generally better. If no house fortune roll is made, one resource gets +1.</p><p></p><p></p><p>What can these resources do?</p><p>Defense is invested into buildings such as a tower (10) all the way up to a superior castle (60).</p><p></p><p>Influence is invested to make significant family members - the head of house is free, but an heir requires investing 20 influence, a second son or first daughter 10, and so on; children beyond one or two male sons generally become free. Influence can also be spent during the game to add bonus dice to intrigue rolls.</p><p></p><p>Lands can be invested to describe the size, type, and features of the area the House oversees; each domain is generally 3 leagues in size, and a house can have multiple domains under their rule. Domains can be anything from a grassy plain (6) to a hamlet on a mountainous island (24). Each defensive holding is added to one domain.</p><p></p><p>Law and Population aren't invested; instead they provide modifiers to the house fortunes roll - low Law gives a penalty and high Law gives a bonus; Population gives a bonus only if it's middling - too high and too low both give penalties.</p><p></p><p>Power is invested in military units. There are a lot of configurations, but for example, a trained garrison of 100 men costs 5, a veteran group of cavalry (20 men with horses) is 10. Power can also be invested in Banner houses (which I would suggest we ignore for now) or be spent to add 1d6 to a house fortunes roll.</p><p></p><p>Wealth can be invested in a variety of things, but most give some sort of modifier to house fortunes, or increase the effects of the bonuses from house fortunes; a maester costs 10 wealth and gives +3 to house fortunes, a marketplace costs 15 and increases any house fortunes bonus to Wealth by 1d6. Generally, each point of Wealth can also be withdrawn as 200 gold dragons (4200 silver stags) for players to purchase stuff (to compare, a longsword costs 500 silver stags, a suit of full plate 3200 silver stags). Similarly, players can invest their own gold dragons back into their house (such as the purse won at a tourney) - each 200 gold dragons add +1 Wealth.</p><p></p><p></p><p>Generally speaking, invested costs can be recouped or repurposed (unless damaged in game), but spent resources are gone.</p></blockquote><p></p>
[QUOTE="Cor Azer, post: 5512742, member: 870"] That's a pretty accurate summary of the house's starting position, although we still have to roll for the modifiers from historical house events. For those unaware of how Houses and house resources work - resources are invested or spent to improve the holdings and assets of the house. Up to once a month (but at least once every three months) the head of the house can make a house fortunes roll which can add.a bonus or penalty (usually 1 or 2 d6) to one or more resources; these represent abstract events such as a good harvest, flooding, poor tax revenue, etc. Higher rolls are generally better. If no house fortune roll is made, one resource gets +1. What can these resources do? Defense is invested into buildings such as a tower (10) all the way up to a superior castle (60). Influence is invested to make significant family members - the head of house is free, but an heir requires investing 20 influence, a second son or first daughter 10, and so on; children beyond one or two male sons generally become free. Influence can also be spent during the game to add bonus dice to intrigue rolls. Lands can be invested to describe the size, type, and features of the area the House oversees; each domain is generally 3 leagues in size, and a house can have multiple domains under their rule. Domains can be anything from a grassy plain (6) to a hamlet on a mountainous island (24). Each defensive holding is added to one domain. Law and Population aren't invested; instead they provide modifiers to the house fortunes roll - low Law gives a penalty and high Law gives a bonus; Population gives a bonus only if it's middling - too high and too low both give penalties. Power is invested in military units. There are a lot of configurations, but for example, a trained garrison of 100 men costs 5, a veteran group of cavalry (20 men with horses) is 10. Power can also be invested in Banner houses (which I would suggest we ignore for now) or be spent to add 1d6 to a house fortunes roll. Wealth can be invested in a variety of things, but most give some sort of modifier to house fortunes, or increase the effects of the bonuses from house fortunes; a maester costs 10 wealth and gives +3 to house fortunes, a marketplace costs 15 and increases any house fortunes bonus to Wealth by 1d6. Generally, each point of Wealth can also be withdrawn as 200 gold dragons (4200 silver stags) for players to purchase stuff (to compare, a longsword costs 500 silver stags, a suit of full plate 3200 silver stags). Similarly, players can invest their own gold dragons back into their house (such as the purse won at a tourney) - each 200 gold dragons add +1 Wealth. Generally speaking, invested costs can be recouped or repurposed (unless damaged in game), but spent resources are gone. [/QUOTE]
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