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Birthright conversion for non-Cerilian games

Birthright Homebrew Conversion, part 6: Regency

Regency
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This section is a bit shorter than the others, but it is a very important one.
The core Birthright rules are pretty solidly based around single-class characters, as humans could not multi-class under the AD&D 2nd Edition rules (although they could dual-class, which is different). Under the 3rd Edition rules, there is no reason for a Regent NOT to take a level in every class if that will increase his/her ability to gain Regency points from all types of Holdings. Since the assumption in the original rules was single-classed characters, and the desire was that character level should not be a determinant of rulership ability, Regency was tied to and limited by the bloodline score instead.

As a result, this section is close to an entire re-write of this part of the rules.

To begin with, the Regent PrC presented earlier is intended to be available to any character of any base class (PC or NPC) with equal ease. S/he only needs a bloodline and a domain to be a Regent. This helps to preserve the idea that, regardless of the character's base class, s/he is on an approximately equal footing with other Regents. That is also why the Regent PrC was limited to 5 levels; to help prevent the abuse of 10th level Regents pushing around 1st level Regents. It will still happen with 4th level Regents pushing around 1st, but it will be harder to accomplish.

That, too, is why the "campaign scope" was intended to be an additional limiting factor. In a campaign of "local" scope, all Regents should be 1st level and subject to another 2nd level Regent. At the level Birthright depicts, all Regents should be 4th level (and thus on an even footing), and only one who subjugates several of the others should be 5th level.

Earning Regency Points
To replace the class-based Regency earnings, I created the Regency Focus. A Regency Focus is a defined rate of earnings of Regency points from Holding types. A Regent with a Law Regency Focus earns 1 Regency Point per level of Law Holdings. Each Regency Focus defines a way for Regents to earn 1 Regency Point, but it may be split between holding types. A Regency Focus of "Militant Religious", for example, earns 1/2 point from Law and 1/2 point from Temple.

Code:
Regency Focus List
Focus	                L   G   T   S   TR   P   Tr
Urban                                        1		
Rural                                             1
Military                1					
Mercantile                  1
Religious                       1
Magical                             1
Trade                                   1	
Militant Religion       ½       ½
Criminal                ½   ½					
Studious Religion               ½   ½
Militant Magical        ½           ½
Mercantile Religious        ½   ½
Mercantile Magical          ½       ½

A little hard to read, but ½ is "1/2"

L= Law
G= Guild
T= Temple
S= Source
P= Province
TR= Trade Route
Tr= Tribe

Each Regent's initial choices are somewhat constrained. One of the first 2 must be Urban or Rural, for example, as all Birthright regents can earn Regency from land.

At each of 3rd and 5th levels, a Regent may select an additional Regency Focus. The total Regency earned from a single type of holding may not exceed 1½, however.

Regency Cap
In the Birthright rules, the bloodline acts as a cap on the Regency earned. To more generalize the rules, I made the caps fixed numbers based on the Bloodline Strength (determined through feats) and modified by the Charisma of the Regent.

Characters with tainted bloodlines may keep 5 points per level in the Regent class; characters with Minor bloodlines may keep 8 points per level; those with Major bloodlines are limited to 12 points per level; Great bloodlines keep 15 points per level, and True bloodlines may keep 20 points per Regent level. After multiplying, add the Regent's Charisma modifier to determine the final "Cap".
 
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Homebrew Birthright Conversion, part 7: Actions

Actions
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Most actions are handled exactly as described in the Birthright rulebook or the various supplements. The exceptions are noted here. Among the more interesting items is a new Action, Hire Adventurers. I experimented with combining on-line and face-to-face gaming by arranging for on-line friends to play the Regents "in the background" of my regular campaign. The Regents were limited in terms of what they could do, and were at the mercy of the regular game's passage of time, but it worked fairly well.

New Action: Hire Adventurers
Hire Adventurers
Type: Domain Success: Special
Base Cost: 1 RP + 1 GB/level of the party
Hired adventurers, in addition to being a response to dealing with Random Events, can be used to perform actions that duplicate the effects of the Contest, Create Holding, Espionage, Exploratory Trade, Sea Trade Route, or Trade Route actions.

The base cost of this action is 1 RP, plus 1 GB per average level of the adventurers (assuming a party of 4 characters, this is 500 gp per character per level). The Regent may negotiate to lower the GB cost of the action, but that merely converts the GB to RP.

This can be a very economical alternative to the usual actions. Instead of engaging in a costly bidding war with other Regents, the Regent negotiates the price of the Adventurers performing the service. The Regent is, of course, free to command adventurers who are his subjects; likewise, the Regent may include appeals to patriotism and religious obligations in his negotiations. The Regent should be cautious, however, in that under-paid adventurers may not deliver as good a result as well-paid adventurers.

When the Hire Adventurers action is undertaken, Domain play is suspended until the adventure is played out (or until the adventure is found to take longer than the remaining time in the Action Round, at which point Domain play resumes to the end of that Action Round).

If the Regent decides to Hire Adventurers to deal with a Random Event, a party of NPC adventurers will be available. To replace other actions, however, only PC adventurers can be used; if they are unavailable, the Regent must use the regular action or forego the attempt.
This action is only available in campaigns where the Regents are not themselves Adventurers. The Regent can, in the appropriate campaign, use an Adventure action to accomplish the same thing.


Variant: Slow Decline
Under the standard Birthright rules, a Contested holding that is successfully contested again is destroyed. This variant allows for the slow "whittling down" of a powerful Holding, 1 level at a time, by repeated Contest actions. It will tend to make the political atmosphere more stable, and is recommended for games where the PCs are not the regents, but are instead the agents of the Regents.

In a campaign where the Domain play provides background activity for an Adventuring game, it may be more desirable for multiple contest actions to have a slower effect.

Once a holding has been neutralized by a successful contest action, additional contest actions cause the holding’s level to be reduced by 1. That “slot” is then available for any Regent with the appropriate type of holding to claim.

Example: In AR 3 of DT 1, Bensien attempts to contest Wirt’s Guild (3) with his Guild (2). His DC is 11 (10 + (3-2)). He spends additional RP and GB to counter Wirt’s bids. His effort is successful, and Wirt no longer receives RP or GB from that Guild (3).

In AR 1 of DT 2, Bensien gains the initiative and attempts to Contest the neutralized holding of Wirt. The holding is still a Guild (3), so the base DC is still 11. Bensien has the support of the Province Ruler, so his roll is successful and he has contested Wirt’s holding again. This causes Wirt’s holding to be reduced from level 3 to level 2.

Wirt, on his initiative, attempts to Rule his Guild (2). He spends a great deal of RP and GB to improve his chances, and succeeds. His holding is no longer neutralized, but he has already lost the income from last season, and one level of his control.

In AR 2 of DT 2, Bensien attempts to Rule his Guild (2) and seize the “slot” lost by Wirt’s Guild. Being a bit tapped out, he cannot afford to bid much RP or GB, and so he fails.

Wirt, sensing an opportunity, has a decision to make. He can try to contest Bensien’s Guild (2), and work to remove his rival before Bensien can attack again; or, he can attempt to Rule his Guild (2) back to a Guild (3).


Variant: Covert Actions
Like Holdings, Actions can also be undertaken covertly. The effect of the Action is separate from the action itself, in that while the Action may be Covert, the result is not necessarily also Covert. For example, a Covert Action might be used to Agitate against the Regent; if successful, and the Loyalty of the province turns to Rebellious, the results are NOT hidden.

These actions may be taken covertly: Adventure, Agitate, Build, Create Holding, Espionage*, Forge Ley Line, Fortify, Improve Unit, Investiture, Lieutenant, Move Ships, Move Troops, Move Troops By Sea, Muster, Research, Rule

* Espionage is a special case; it is already presumed to be a Covert Action to some degree, and so does not incur the penalties for a Covert Action.

If the action is going to affect the Holdings, Provinces, or Regent of a specific domain, the Action is not Covert to that domain (which is to say that the domain can “fight back” normally). Allied domains may be alerted by the target domain, at which point, they may also influence the outcome normally.

If the Action does not directly affect a Regent, Holding, Province, or Domain; the action cannot be actively resisted by the Regents with Holdings in the province.
Institutional effects which are already factored into the DC are not affected by whether the action is Covert or not.

Example 1: Guild X uses a Covert Agitate action to downgrade the loyalty of a province. Because this directly affects the domain and province, the ruler is able to spend RP or GB and use his holdings to try to block the action.

Example 2: Guild X uses a Covert Espionage action to pull off a grand theft of a priceless diamond from an NPC. The action does not directly target any Holding, Regent, Domain, or Province; so the Regents in the province where the NPC lives cannot interfere. However, the DC for Espionage includes the presence of Law Holdings loyal to the province ruler. Those Law Holding levels affect the DC of the Covert Espionage action as they normally would.

Covert Actions impose the following penalties:
  • RP and GB costs are doubled
  • The Success/Base DC is increased by 5 (unless performed using a Covert Holding)
  • Require 2 actions (2 action rounds) to perform.

If the Covert Action fails with a natural “1” roll, the Action is revealed to all regents with Holdings in the Province, and to the Province ruler (if s/he has no Holdings in the province). Any Covert Holding used to launch the action is immediately revealed.
 
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That concludes the parts of my homebrew rules I had "finished". I was at work re-writing the Armies & Warfare section when I "ran out of steam" and started looking at other 3rd Edition books on the subject as they came out. I will post what I have, but it is incomplete and in draft form, so just be aware of that.

What I have:
Basic Unit Definitions and Creation rules
the Improve Unit action
Basic movement and combat rules
Naval movement basics
 

Birthright Homebrew Conversion, part 8: Armies and Warfare

Armies and Warfare
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Here are my notes, drafts for creating my own Mass Combat system from the Birthright rules. Some parts may not make total sense, as there are often one-line placeholders for ideas I wanted to expand upon.

Armies
An army is a collection of one or more units under a unified command structure.

Armies without a commander do not fight at their best. Without a strong presence to direct

their efforts, the individual units waste some of their energies in petty rivalry. For each

unit above 1 in the army, the attacks of all units are reduced by 1. The presence of a

Commander negates this penalty. The penalty is increased if the units are from different

races. For races historically allied, the penalty is –1. For races with a neutral history,

the penalty is –2. Races that are typically enemies suffer a –4 penalty. A Commander cannot

negate this portion of this penalty.

Armies move at the average rate of the units that comprise them. The units each require

separate Movement Points to move during War Moves. Each unit pays the appropriate cost for

the terrain being crossed.

Armies defend better together.

Armies attack better together.


Building an Army
Armies are composed of units. Armies may, or may not, have a Commander. At any time when two

or more units are in the same province, the regent may elect to form them into an army as a

Free Action. Likewise, it is a free action for a regent to disband an army into its

composite units.

Commander
A Commander is a singular individual creature whose presence can affect the performance of a

unit or army in combat.

Units
Units are composed of multiple creatures. The statistics block of one creature is used to

represent the unit. Typically, units are composed of 200 Small or Medium, 100 Large, 40

Huge, 10 Colossal, or 1 Gargantuan creature(s).

When a unit is created, it has the average statistics appropriate to a creature of that

type, with average ability scores and hit points. Units of humans, for example, are composed

of 200 level 1 Warriors with ability scores of 10 and 11 and 5 hp each. Weapons have a

damage increment which is the average damage for that weapon plus any bonuses the unit is

entitled to add. Double weapons add together the damage for both “heads” – double weapons

are quite lethal when used in mass combat.

The unit is represented as if it were one creature: War 1, Attack Longbow +1 damage 4 or

Spear +1 damage 3.

Unit Types

Code:
Basic Unit Types (Recruits*)
Unit Type	Move	Muster	Maint	Requirements
Archers         2       2       1       Province (2) Note 1
Barbarian       2       0       1       Tribe (1)
Cavalry         3       4       2       Province (3) 
Infantry        2       2       1       Province (1) Note 1
Heavy Infantry  1       3       1       Province (2) Note 1
Irregulars      2       1       1       Province (1) Note 2
Levies          1       0       1       Province (1)
Merc Archers    1       4       2       **
Merc. Cavalry   3       6       2       **
Merc. Infantry  2       4       2       **
Merc. Hvy Inf   1       5       2       **
Merc. Irreg     2       3       1       **
Merc [Polemen]  1       4       2       **
[Polemen]       1       2       1       Province (2) Note 1
Scouts          3       2       1       Province (0) Note 3 
                                           or Tribe (0)
Marines         1       2       1       Province (1) Note 1

*The numbers here are for raw recruits. For each grade of additional 
experience, add 1 GB to the Muster cost. For each 2 Grades of 
additional experience, add 1 GB to the Maintenance cost. 

** Mercenaries can be hired in any province

Note 1 Can be raised by any Temple, Guild, or Law holding 
    of level 4 or better
Note 2 Can be raised by any Temple, Guild, or Law holding 
    of level 3 or better
Note 3 Can be raised by any Guild holding of level 2 or better. 
[Polemen] are Pole-arm wielding units. Which particular polearm 
     is in use varies by culture, but the essential idea is the 
     same. In some lands, these would be Pikemen, others would 
     be Glaivers or Ranseurmen.

Mustering

Archers: 1st Level Warriors; Feat: Weapon Focus (missile) (Humans add Far Shot)
Cavalry: 1st Level Warriors; Skills: Ride +4; Feat: Mounted Combat (Humans add Weapon Focus

(lance))
Infantry: 1st Level Warriors; Feat: Improved Formation Combat (Humans add Weapon Focus

(melee))
Heavy Infantry: 1st Level Warriors; Feat: Improved Formation Combat (Humans add Weapon Focus

(melee))
Irregulars: 1st level Experts; Feat: Militia (1 melee and 1 missile weapon proficiency)
Levies: 1st level Commoners (no skills, no feats, etc)
[Polemen]: 1st Level Warriors; Skills: ; Feats: Improved Formation Combat (Humans add Weapon

Focus (polearm))
Scouts: 1st Level Experts; Skills: Wilderness Lore, Spot, Listen; Feat: Alertness (+2 to

Spot and Listen) (Humans add Weapon Focus (missile))
Skirmishers: 1st Level Warriors, Skills: Wilderness Lore, Spot, Listen, Hide, Move Silently;

Feat (Alertness (+2 to Spot and Listen) (Humans add Weapon Focus (missile))
Marines: 1st Level Warriors; Skills: Balance, Climb, Use Rope; Feat: Weapon Focus (Short

Sword)

Code:
Special Unit Types
Unit Type       Move    Muster* Maint   Requirements
Artillerists    1       4       2       Province (5)
Berserkers      2       ?       ?       Tribe (2)
Elite Infantry  1       4       2       Province (3) and Law (1)
Elite Cavalry   3       4       3       Province (4) and Law (1)
Knights         2       6       3       Province (4) and Law (1)
Sea Wolves      ?       ?       ?       Port

*Muster cost is the full GB price for raising this type of unit.

Artillerists: 1st Level Fighters; Feat:
Berserkers: Barbarian 2 with light armor and weapons; Skills: ; Feat: Weapon Focus
Elite Units: Fighter
Knights: Aristocrat 1 / Fighter 1 Cavalry with heavy armor and weapons; Skills: Ride +5;

Feats: Weapon Focus (lance); Mounted Combat
Sea Wolves: Fighter 1 / Rogue 1 Marines with light armor and weapons; Skills: Balance,

Climb, Use Rope; Feat: Weapon Focus (Short Sword)

Adding a specialist to the unit
A regent may choose to substitute a few members of a different character class for warriors

in a unit. Units with Clerical members can bless the unit before battle, giving it a +1 on

attacks. Such units can also cast bane on opposing units when in melee range, and can

attempt to turn enemy units composed of undead.
No more than 5% (10 creatures in a 200 creature unit) in a unit may be substituted this way.

Attempting to substitute more than one character class in a single unit is not effective.


Combet
In each round of combat, units move then fight. Initiative only matters in terms of deciding

which units move first. Units move in descending order of speed, with Initiative Modifier

used to break ties. Combat is handled simultaneously, and the results applied to both units

before the next round.
Units select a target to fight and a weapon to use against that target. Combat is resolved

using opposed rolls. The attacking unit rolls 1d20 and adds its attack bonus with the chosen

weapon to determine its attack strength. The attack strength is compared to the defense

strength of the defender (10 + Armor, Dexterity, etc.). If the attack is greater than or

equal to the defense, the attacker has succeeded. The attacker’s damage increment is

subtracted from the hit points of the defender unit. Criticals do not apply.
A unit reduced to exactly 0 hit points is routed; enough of its members remain that it can

be rallied by a commander in a later round. Routed units cannot initiate attacks, but

counter-attack normally when attacked themselves.
A unit reduced to between –1 and –9 hit points is severely damaged. 5% + 5% for each hit

point below 0 of the unit are lost (affecting the ability to recover or merge the unit).

Until the unit is restored, its AC and attacks are penalized by the amount its hit points

are below 0.
A unit reduced to –10 hit points or lower is eliminated. That is to say, there are not

enough survivors for the unit to even be merged into another.

Example
Jeremy has a unit of Goblin Infantry (basic goblins) with stats: Speed: 30 ft.; Initiative

+1; AC 15 (+1 size, +1 Dex, +3 Studded Leather), hp 4, Attacks Javelin +2 damage 3 or

Morningstar +0 damage 4; Feat: Alertness; SQ: Darkvision
Ron has a unit of human Infantry (Fighter 1) with stats: Speed: 30 ft.; Initiative + 0; AC

12 (+2 Leather), hp 8 (+3 for feat), Attacks Longbow +2 damage 4 or Spear +1 damage 3;

Feats: Weapon Focus (longbow), Toughness, Point-blank Shot

The Goblins are in trouble. Being on the battlefield in daylight, they suffer an additional

–1 to their attacks for the daylight.
The Goblins, having the higher initiative modifier, go first.

Round 1: The Goblins attempt to close, hurling their Javelins. The goblins move 30 ft.

closer to the humans, reducing their attack penalty for range from –2 to –1. Their attack is

12 (1d20) + 2 –1 (daylight) –1 (range) = 12, not enough to do damage to the humans (AC 14).

The humans return fire from their archers, getting 9 (1d20) + 2 = 11, not enough to hurt the

goblins.

Round 2: The goblins close in further, moving 15 ft. closer (eliminating their range

penalty) and hurling more javelins. Their attack this time is 13 + 2 –1 = 14, enough to hit

the humans for 3 points. The humans have 4 hp left. The humans return fire again with their

archers, getting 14 (1d20) + 3 = 17. That is sufficient for 4 points of damage, which is all

that the unit can take. The goblin unit is reduced to 0 hit points. The unit is routed, and

will withdraw from the fight unless rallied.

Uneven ratio fights
When units fight other units that have a different number of creatures per unit, the

abstraction used here becomes hard to maintain.
Unit vs. Gargantuan (ex: Soldiers vs. Dragon)
Unit vs. Huge (Soldiers vs. Giants)
Unit vs. Smaller (Soldiers vs. Pixies)

Melee
Melee with reach weapons
Ranged attacks
Area attacks

Rallying a Unit


Unit Advancement
Units that defeat other units receive experience points for defeating their foes. The number

of experience points awarded is based on the number of combatants, and shared among the

winners. In the example above, 200 human warriors share the experience for killing 200

goblin warriors. This equates to each member of the human unit receiving the experience

points for killing 1 Goblin warrior (75 xp).

Units may advance upon reaching the experience point requirements.

Units may not advance beyond 5th level without special circumstances.

Units are graded according to their experience level: Recruit (1st), Green (2nd), Blooded

(3rd), Veteran (4th), and Campaigner (5th)

Instead of tracking the XP for the unit, you can assume that Units gain 1 level every 2

years of active service.

Unit Advancement improves Base Attack Bonus, Saving Throw Bonuses, and Ability Scores. The

progression is not exactly the same as it would be for a single character, as it is assumed

that along the way the low-Con and low-Hit Point soldiers are replaced by healthier

varieties. As a result, the soldiers get an assumed Con bonus early in their careers, but

they lose out on the potential for taking one later (as the 1 point stat increase to Con

will not help them, then).

Melee troops favor Strength, and start with an average 12 in that score, and an average 11

in Dexterity. Missile troops favor Dexterity, and they have an average 12 there with an 11

Strength.

Typically, when the 3rd level Feat is available, the soldiers take Toughness and gain a 3 hp

boost.

When the stat increase at 4th level is available, the units balance their favored scores to

wind up with 12s in each of Str, Dex, and Con.

More experienced, and thus more capable, units increase the Muster and Maintenance costs.

The Muster cost of raising a more experienced unit is increased by 1 GB per level over 1.

The Maintenance cost of such units increase by 1 GB per 2 additional levels over 1.

Code:
Example Level Advancement for Infantry Units
Level	        1        2        3        4      5
-------------------------------------------------------
Hit Points      5        12       21       31     38
Base Attack     1        2        3        4      5
Fort            2        3        3        4      4
Ref             0        0        1        1      1
Will            0        0        1        1      1
Str             11 or 12 11 or 12 11 or 12 12     12
Dex             11 or 12 11 or 12 11 or 12 12     12
Con             10 or 12 12       12	12        12
Int             11       11       11	11        11
Wis             11       11       11	11        11
Cha             11       11       11	11        11
Avg HP/Level    5        6        6        7      7
Toughness                         +3 hp    +3 hp  +3 hp
Stat Increase                              Str or Dex or Con	
Maintenance     Base	 Base     +1	   +1     +2
Muster          Base     +1       +2	   +3     +4
Hit points are calculated as: [Level] x [Avg HP/Level] + [Toughness Bonus]


Non-Human Units
The tables here list the values for human units. Non-Human units of basic Humanoids (Dwarf,

Elf, Gnome, Goblin, Orc, etc) use the same figures with some slight adjustments.

Dwarf: +1 to the Fortitude Save figure, +1 hit point on the average hp per level. -2 to

Command.
Elf: -1 to Fort Save, +1 to Ref save, +1 to Ranged attack for Archers (+2 to Ranged for

Infantry), -2 to Average Hit Points per Level, -1 to melee attack/damage
Gnome: -2 to melee attack/damage
Goblin: -2 to melee attack/damage, +1 to Maintenance
Orc: +2 to melee attack/damage, -1 to Will saves, -1 to Listen, Spot; -2 to Wilderness Lore,

+1 to Maintenance

The Maintenance cost for using units of a race other than your own is +1, as is the Muster

cost.

Unit Improvement
Units may be improved. The Improve Unit action is used to change a unit into a new category.
Units must be ready to advance a level to be eligible for improvement. Units may not be Improved into a type you lack the resources to build (in other words, you must Improve the unit at a place where you could Muster the same type of unit it will become).

The DC of the change is determined by how significant the change is. Promoting Irregulars to another type of “professional” soldier unit is the easiest change, with a DC of 5. Promoting other standard unit types to more specialized types is slightly more difficult, but not very hard, so it has a DC of 10. Promoting a unit to become an Elite unit of some type, however, is more significant and requires more attention, so its DC is 20.

Code:
Original Unit   New Unit        Change  DC
----------------------------------------------
Irregulars      Other Base      Easy    5
Archers         Artillerists    Minor   10
Archers         Horse Archers   Minor   10
Archers         Elite Archers   Major   20
Cavalry         Elite Cavalry   Major   20
Cavalry         Horse Archers   Minor   10
Infantry        [Polemen]       Easy    5
Infantry        Elite Infantry  Major   20
Infantry        Marines         Minor   10
Marines         Sea Wolves      Major   20
Scouts          Skirmishers     Minor   10
Barbarians      Berserkers      Minor   10
Scouts          Barbarians      Easy    5
Artillerists    Sappers         Minor   10
Scouts          Sappers         Minor   10
Scouts          Horse Archers   Easy    5
Elite Cavalry   Mounted Guards  Major   20
Elite Infantry  Foot Guards     Major   20
Elite Cavalry   Knights         Major   20

Archers may be improved to Artillerists or Horse Archers
Cavalry may be improved to Knights or Horse Archers
Infantry may be improved to Pikemen, Elite Infantry, or Marines
Irregulars may be improved to Infantry, Cavalry, Barbarians, Pikemen, Marines, or Archers
Levies may not be improved at all.
Scouts may be improved to Horse Archers or Berserkers
Barbarians may be improved to Berserkers
Artillerists may be promoted to Sappers

These unit improvements create special unique units that are unique to the nation to whom they belong:
Knights may be improved to Mounted Guards
Elite Infantry may be improved to Foot Guards
Marines may be improved to Sea Wolves

Example:
Mary’s character has a need for soldiers to defend a mountain pass, but her domain is short of cash. She can better use a quantity of soldiers at the moment, so she creates three units of Irregulars in the province where the pass is located.

The attack comes as Mary had expected. Fortunately, there are some adventurers handy to assist the Irregulars in defending the pass. After a couple of attacks, two of the Irregular units are depleted and can be merged; the other is close enough to full strength that it can be left alone to recover.

When xp is awarded, the Irregulars have earned enough to advance to 2nd level. Without the Improve Unit action, they would gain a level of Warrior, with commensurate hit points and saving throw and base attack bonuses. Mary chooses to send them to two different provinces and uses Improve Unit as a Realm Action (now that she has more cash handy). One unit is made into Cavalry, the other into Infantry. Instead of gaining a level as Warriors, they gain one as Fighters (with the extra Fighter feat, and better hit points).

After a few more domain turns, Mary has a unit of Infantry ready to advance to 3rd level. At this point, she decides to use Improve Unit again, and create a unit of her famed Royal Bowmen guards, known for the deadly accuracy of their longbows (3rd Level troops with the Far Shot feat).

Merging Survivor Units
The merged unit has the weighted average of the experience points of the units merged into it. The units to be merged must have the same feats, or the resulting unit cannot use the feats until all members have the opportunity to master the feats.

Example:
Mary has two survivor Infantry units. One had the Improved Formation Combat feat and the other had the Improved Command feat. When merged, the resulting unit operates as if it has neither of these feats. After gaining more experience, however, the unit survives to the point where it can select another feat. The members who do not have the Improved Command feat select it, and those who do not have Improved Formation Combat select that one instead. The result is that now, the unit may use both feats.


Unit Feats
There are special feats that apply only to units, like Improved Formation Combat and Improved Command. These feats may be added to a unit whenever an ordinary feat could be added.

IMPROVED FORMATION COMBAT [Unit]
The unit has drilled in using formations to fight.
Prerequisite:
Regions:
Benefit: +1 to the unit’s attack rating
Normal:
Special:

ENVELOPMENT [Unit]
The unit has mastered the art of surrounding a smaller unit to bring the most of its force to bear.
Prerequisite: Improved Formation Combat, melee or pole weapons
Regions:
Benefit: Units receive a circumstance bonus to their attack rating for the difference in unit ratio when confronting a smaller number of larger creatures.
Normal:
Special:

DEFENSIVE SQUARE [Unit]
The unit has mastered the art of minimizing its exposed members and reducing the effect of enemy envelopment.
Prerequisite: Improved Formation Combat, Envelopment, melee or pole weapons
Regions:
Benefit: The unit negates the effect of the Envelopment feat used by an opposing unit.
Normal:
Special:

CONCENTRATED FIRE [Unit]
The unit has mastered the art of firing effectively on a unit composed of a smaller number of larger creatures.
Prerequisite: Improved Formation Combat, missile weapons
Regions:
Benefit: The unit receives a circumstances bonus on its attack roll against a suitable unit.
Normal:
Special:

IMPROVED MORALE [Unit]
The unit’s command structure inspires the soldiers.
Prerequisite: Improved Command
Regions:
Benefit: The unit may attempt to rally without a Commander being present. Also, the unit receives a +2 morale bonus to saves vs. fear and the like.
Normal: A unit requires the presence of a Commander to attempt to recover after morale breaks.
Special:

IMPROVED COMMAND [Unit]
The unit’s command structure requires less direct supervision than normal.
Prerequisite:
Regions:
Benefit: The unit may move and attack without a Commander being present.
Normal: A unit requires the presence of a Commander to move and attack.
Special:

BOARDING [Unit]
The unit is trained in the art of invading a ship while fighting it.
Prerequisite: Improved Formation Combat
Regions:
Benefit: The unit grants the ship it is carried by a +2 circumstances bonus to its ship-to-ship combat attack rolls.
Normal:
Special: Multiple units with this ability add cumulative bonuses to the ship carrying them.

Moving Units
This set of rules is pretty much as described in the Birthright rulebook. Looking over my notes, it looks like all I did was to consolidate the tables with the additions of some material from Tribes of the Heartless Waste.

Ship Movement
Ships move a little differently than land units. Sailing ships are at the mercy of the winds, although ships that sail but also keep oars for emergencies are less vulnerable to being becalmed.
To move ships,

Code:
                 Direction Relative to Wind
          Ahead   Aslant   Across   Athwart   Ag’in
Movement  X1      X3/4     X1/2     X1/4      X0
Check DC  +0      +2       +3       +5        +10

Code:
Wind Strength Category
Strength     Base Points   Seaworthiness Check DC
Calm         0             5
Light        2             10
Moderate     4             15
Strong       6             20
Storm*       6             25
Gale*        4             30
Hurricane*   2             35

Example:
David has a Huge ship at sea, in deep waters, and he wants to make landfall 2 spaces away to the Northeast. The wind is blowing Strong from the East. That puts David at moving Athwart the wind, and adds to 5 to the DC for sailing successfully. His sails are generating 6 MP per war move (week), and the base Seaworthiness check DC is 20. Because David’s movement direction is Athwart the wind, he only gets ¼ the usual movement points: 2 instead of 6 (rounded up).

The first war move, David uses 2 MP to move 1 deep water space closer to land. This uses up his movement for this turn, so it is time for the Seaworthiness check. The base DC for Strong wind is DC 20, +5 for moving Athwart it. The Captain’s Profession (Sailor) skill is 8. David makes the check and rolls an 18 for a total of 26; that beats the 25 DC, so the ship is intact.

David will need to wait until next turn to use 2 more to enter the coastal space; by then the wind direction may have changed.

Code:
Movement Points Required
                             Ship Size
Type of Movement    Large  Huge   Gargantuan  Colossal
Along major river   1      2      N/A         N/A
Along minor river   2      4      N/A         N/A
Coastal Waters      1      2      4           4
Deep Waters         2      2      2           3
Enter/Leave Port    1      1      2           2
 


Wow ... give me a few days to absorb some of this, and I'll drop a line. Unless it's Sunday, of course - that day belongs to the Pats.

Thanks Silveras!

Matt
 
Last edited:

Birthright Homebrew Conversion Bonus: Trade

Here are some prototype rules for making Trade a more active part of the system. These are very rough.

Trade
-------------------------------------------------------------------------

Goods

Characteristics:

Animals, Herd (ex. Cattle, Sheep)
Class: Raw Materials [Food]
Bulk: High
Cost: Low
Risk: Low
Return: Low

Animals, Trained (ex. Warhorses, Dogs)
Class: Finished Goods
Bulk: High
Cost: Medium
Risk: Medium
Return: Medium +1

Beverage (Local)
Class: Intermediate Goods [Food]
Bulk: High
Cost: Low
Risk: Low
Return: Moderate

Beverage (Imported)
Class: Finished Goods [Food]
Bulk: Medium
Cost: Moderate
Risk: Low
Return: Moderate

Cloth, Coarse
Class: Intermediate Goods
Bulk: High
Cost: Low
Risk: Low
Return: Low + 2

Cloth, Common
Class: Intermediate Goods [Clothing]
Bulk: High
Cost: Medium
Risk: Medium
Return: Medium

Cloth, Fine
Class: Luxury Items [Clothing]
Bulk: Medium
Cost: High
Risk: High
Return: High

Gems I
Class: Raw Materials
Bulk: Low
Cost: High
Risk: Very High
Return: High + 2

Gems II
Class: Intermediate Goods
Bulk: Minute
Cost: High
Risk: Very High
Return: High + 3

Gems III
Class: Finished Goods
Bulk: Minute
Cost: High
Risk: Very High
Return: High + 4

Gems IV
Class: Luxury Items
Bulk: Minute
Cost: High
Risk: Very High
Return: High + 6

Grain
Class: Raw Materials [Food]
Bulk: High
Cost: Low
Risk: Low
Return: Low

Jewelry
Class: Luxury Items
Bulk: Minute
Cost: High
Risk: Very High
Return: High + 3

Metals, Ore (iron ore, copper ore)
Class: Raw Materials
Bulk: High
Cost: Low
Risk: Low
Return: Low + 1

Metals, Base (brass, bronze, iron, tin, etc.)
Class: Intermediate Goods
Bulk: Medium
Cost: Medium
Risk: Medium
Return: Medium + 2

Metals, Precious (copper, silver, gold, platinum)
Class: Finished Goods
Bulk: Low
Cost: High
Risk: High
Return: High + 2

Metals, Specialty (Adamantine, Mithral)
Class: Luxury Items
Bulk: Low
Cost: High
Risk: Very High
Return: High + 4

Spices, Common (local)
Class: Raw Materials {Food]
Bulk: High
Cost: Low
Risk: Low
Return: Low

Spices, Rare (Local)
Class: Raw Materials [Food]
Bulk: High
Cost: Medium
Risk: High
Return: High + 2

Spices, Rare (Imported)
Class: Finished Goods [Food]
Bulk: High
Cost: High
Return: High + 4

Stone, Common (sandstone)
Class: Raw Materials [Building]
Bulk: High
Cost: Low
Risk: Low
Return: Low + 1

Stone, Base (granite)
Class: Raw Materials [Building]
Bulk: High
Cost: Medium
Risk: Low
Return: Medium + 1

Stone, Fine (marble)
Class: Luxury Items [Building]
Bulk: Medium
Cost: High
Risk: Low
Return: High + 2

Tools
Class: Finished Goods [Building]
Bulk: Medium
Cost: Low
Risk: Low
Return: Low + 1

Wood (Common)
Class: Raw Materials [Building]
Bulk: Medium
Cost: Low
Risk: Low
Return: Low

Wood (Rare)
Class: Intermediate Goods [Building]
Bulk: Low
Cost: Medium
Risk: Medium
Return: High +2

Weapons [Weapons]
Class: Finished Goods
Bulk: Low
Cost: Medium
Risk: High
Return: High + 1

Masterwork Weapons [Weapons]
Class: Finished Goods
Bulk: Low
Cost: Very High
Risk: Very High
Return: High + 5

Armor [Armor]
Class: Finished Goods
Bulk: Medium
Cost: Medium
Risk: Medium
Return: High + 1

Masterwork Armor [Armor]
Class: Finished Goods
Bulk: Medium
Cost: Very High
Risk: Very High
Return: High + 5


Class
Raw Materials: These are produced fairly easily, and are usually basic necessities.
Intermediate Goods: These are often processed raw materials, not yet made into specific items.
Finished Goods: These are items made from Raw Materials and/or Intermediate Goods by skilled craftsmen
Luxury Items: These are items of less practical utility, generally, made for the purpose of showing off how rich the owner is or for making the owner’s life more enjoyable.

Bulk
Minute: 5 Trade Units per ton
Very Low: 2 trade units per ton
Low: 1 trade unit per ton
Medium: 2 tons per trade unit
High: 5 tons per trade unit

Costs
Very Low: 1d3 trade units per GB
Low: 1 trade unit per GB
Medium: 1d2 GB per trade unit
High: 1d2+1 GB per trade unit
Very High: 1d4+1 GB per Trade Unit

Return
Very Low: 1 GB per 1d3-1 trade units
Low: 1d3-1 (min 1) GB per trade unit
Medium: 1d4 GB per trade unit
High: 1d4+1 GB per trade unit

+1 numbers in the return entry for a trade goods item are added to the die roll for each unit of trade goods delivered.

Risk
The level of risk is the primary determinant in setting the DC for the action. The Risk factor represents numerous factors, including the possibility that the caravan will be robbed or that some mishap will occur along the way.

Low: DC 10
Medium: DC 15
High: DC 20
Very High: DC 25

Make a Profession (Trader) skill check to get your trade goods through with the indicated DC. Failure means that the caravan, and the investment, was lost.

Code:
Crossing unfriendly territory along the path:        +2
Law claims pressed in any province along the path:   +2
Random Event in any province along the path:         +2
Per province crossed with Brigands or Monsters       +1
Each opposing holding                                + Level
Each supporting holding                              - Level
Guards (special)*                                    1 unit of Guards 
               negates one penalty for Brigands or Monsters
Adventurers (special)*                               See text

* Sending guards requires that the owner use a move troops action, pay the movement costs, and have the permission of the province ruler(s) the troops will pass through. Adventurers may be more expensive to hire, but may also be more effective in defending the Caravan against other hazards. In the event that Adventurers are hired, the trip is handled as an adventure, and the regular check is not made.

Supply & Demand

Supply

Develop Resource (Action)
Developing a resource means the regent spends some time working to create a supply of extra tradable goods. The type of holding used dictates the possible resources: for example, provinces are required to generate raw materials type resources, but Guilds are required to generate most others. Law, Temple, and Source holdings may also be required. Developing a resource creates a 1 unit Supply in the province per game turn. This action may be used multiple times to create 2 and 3 unit Supplies.

Port Province: +2 units in supply to all imported goods
Bless Land: +1 unit in supply to all Raw Material [Food] and trained animals goods.


Demand

Demands represent the need of provinces for more units of a trade goods than it can produce on its own. All provinces will ultimately buy all trade goods, to some degree.

The development of the province determines the base level of demand for various goods. Each season (Domain Turn) the normal operations of the province creates a demand for each specific Trade Goods in the appropriate categories. Unmet needs are assumed to be handled in some other way, and do not create

Code:
Level 0     : Trade not allowed
Level 1 – 3 : 0 Raw Materials, 0 Intermediate Goods, 1 Finished Goods 
               (cannot sell Luxury Items here)
Level 4 – 6 : 1 Raw Materials, 1 Intermediate Goods, 2 Finished Goods, 0 Luxury Items
Level 7 – 9 : 2 Raw Materials, 2 Intermediate Goods, 3 Finished Goods, 1 Luxury Items
Level 10    : 3 Raw Materials, 3 Intermediate Goods, 4 Finished Goods, 2 Luxury Items

Events
Famine: +1 demand for [Food] items

Spells
  • Bless Land: -1 demand for all Raw Materials
  • Warding: All demands that were above 0 are increased by 2 for half as many action rounds as the province was warded.
  • Fair Dealings spell: negates all Demand effects to return. An unlimited number of units of the goods may be sold at no bonus or penalty.

Misc. Conditions
  • A Guild (6) in the province: +1 to all demands
  • Port province: +1 to all demands, except “Wood, Common,” which is +2
  • More than 4 provinces from a source: +1 to demand
  • Each action round beyond 1 in getting them here: -1 Demand (spoilage, or fears thereof)
  • Domain is at war: +1 Demand for Armor and Weapons
  • Province is occupied: +1 Demand for Armor and Weapons (cumulative with War, if appropriate)
  • Province is rebellious: +1 Demand for Armor and Weapons
  • Mustering armies in a province creates a +1 Demand per unit for both Weapons and Armor.
  • Mustering a mounted unit also creates a +1 Demand for Trained Animals of the appropriate sort (usually horses).

Trading

Caravan (action)
The Caravan action is used by a regent to organize and send a caravan to trade.
Wagons: 2 tons capacity
Guild holding: 2 wagons per level

Each Trade Unit of goods delivered is paid separately. Each demand adds +1 to the value of the sale (or -1 if there are “negative” demands). Each unit reduces the demand for that class of goods by one.

Example: Roderick sends a caravan laden with imported wine (Medium cost, Medium bulk, Medium return, Low risk, Finished Goods [Food] item) from a port province to an inland province(7), four provinces away. Roderick buys three trade units, and finds that he rolled three 1s; so he buys a fourth, and rolls a 2. The four trade units cost him 5 GB to purchase; at 2 tons per trade unit, Roderick is shipping 8 tons of wine. The Caravan action has a base cost of 1 GB per 2 tons of goods, or 4 GB in this case.

The base DC is 5 for the Low Risk trip. Two of the provinces have Monsters or Brigandage events this Domain Turn, and one other is unfriendly territory. That raises the DC by 4 more, to 9. Roderick doesn’t think that is all that bad, and leaves it that way. He makes the roll, and gets an 11, a success. The caravan arrives safely.

On arrival, Roderick checks the province. The province has a demand of 3 for Finished Goods because of its size, so the first trade unit is sold at +3, the second at +2, the third at +1, and the fourth at +0. Rolling, he gets 3 (+3), 1 (+2), 1 (+1), and 2 (+0) for 13 GB total. The demand in the province for Imported Beverages is now -1, so the return on the next unit is 1d4-1.

Roderick’s profit is 4 GB on the deal (13 GB return – 5 GB invested – 4 GB cost to perform the action).

If Carl’s caravan had arrived first, however, and sold 2 units, Roderick would have lost money. His first unit would have sold at 1d4+1 (4), his second at 1d4 (1), his third at 1d4-1 (0) and his last at 1d4-2 (0). He would have the option of keeping the last two, because they would sell at less than 1 GB. Having tried to sell #3, #4 is still checked with the demand reduced as if #3 had sold (to -2); another Caravan would still be selling at -1, however, because it is a different shipment and the previous offer (at -1) was declined.

Caravan Chain (action)

This action extends the Caravan action in a manner similar to the way the Trade Chain action extends the Trade Route action.

The Regent uses the Caravan Chain action to send a “multi-stage” Caravan to a series of stops. The action takes longer to resolve, the base being 1d3 Action Rounds (as the Caravan action) plus 1 additional Action Round per “stage” beyond the first.

The Regent who uses the Caravan Chain action must first identify the path s/he wishes the caravans to follow. The regent identifies a series of destinations, each of which demands one or more goods available at the previous stop (except that the starting point need not demand something from elsewhere). At each step, the industry in that location demands the goods from the previous stop and produces something from them (so there are only specific combinations of goods that are allowed).

The acting Regent invests normally in the initial load of cargo, and resolves the initial leg of the journey normally. The Regent then purchases the new goods at the lowest possible cost (all dice rolls are assumed to be 1). Thereafter, his/her agents in the other provinces “lock in” the sales. The regent must make a success check for each subsequent leg (with a -5 adjustment to the Difficulty Class, because much work has already been done); failure on any leg breaks the deals that the chain is contingent upon. At each successful stage, the Regent again collects normal returns, but buys the next stage’s goods at minimum cost.

All other Regents who wish to sell the same goods in a province along the chain must wait, and resolve their sales after the Caravan Chain is due to arrive and be processed in that Province.

Example:

Rick has a Guild in a Province (1) with a supply of iron ore. He also has Guilds in a province (5), a province (7), and a Province (9). He decides to engage in a Caravan Chain action, sending iron ore (a Raw Material) to the Province (5) to be made into steel (an Intermediate Goods). From there, the steel will be sent to the province (7) to be made into Weapons (a Finished Goods). Those will then be sent to the province (9) for final sale. For simplicity, we will assume Rick begins this action in the first action round of a domain turn.

Round 1: He invests 4 GB in 4 Trade Units of iron ore. That is 20 tons, and will require 10 wagons to haul. He sends the caravan off to the next destination, 3 provinces away. 3 GB will buy sufficient movement for the Wagons to get there, and it requires 1 RP and 1 GB per leg to initiate the action (3 RP and 9 GB). He rolls 1d3 for the initial time to get there, and gets a 1 (it is a quick trip this time). He will resolve the action NEXT round, when the caravan arrives.

Round 2: Rick resolves the action. The Risk is Low, so the initial DC is 10. He has a Guild (4) in the province (5), which reduces the DC by 4 (to 6). He rolls for success, and makes it easily.

At the province (5), he collects a Low +1 Return (1d3 -1 +1, or 1d3) on each, plus 2 demands on the first trade unit, 1 demand on the second, 0 on the third, and -1 on the 4th. The first sells for 2+2 = 4 GB, the second sells for 3+1= 4 GB, the third for 2 GB, and the last for 1. He has collected a total of 11 GB on an investment of 9 GB. He immediately is able to buy steel at the minimum price of 1 GB per Trade Unit. He wants to spend 5 GB to pick up 5 Trade Units, but the supplies he brought only made 4 trade units of steel. He invests 4 GB then, buying 4 Trade Units of steel. At 2 tons per Trade Unit, the 8 tons will only require 4 wagons for the next leg, and cost 1 GB in movement.

Round 3: Rick resolves the second leg, in the Province (7). Dan had sent a caravan to the same province to sell steel there, but he must wait until after Rick resolves his sale action, because Rick’s agents have set up the sale beforehand. The risk is Medium, so the DC is 15. Because this is a leg of a trade chain after the 1st, the DC is reduced by 5, to 10. Dan’s Guild in the province opposes the action (+2 to the DC), and Dan also has a Law holding that can intervene (another +2). Rick’s Guild (5) subtracts 5 from the DC, bringing it down to 9 overall. Rick rolls for success, and succeeds (barely) with a 10.

The return on base metals is Medium, or 1d4 GB per trade unit. The province also has a Demand of 3 for base metals, so the first unit is sold at 1d4+3, the second is sold at 1d4+2, the third at d4+1, and the last at 1d4. Rick rolls 3, 4, 3, and 2, respectively, getting 5, 5, 4, and 2 GB (total 16).

The steel is being made into weapons, so Rick is able to buy weapons at minimum price. He brought 4 tons of steel, so that will generate 3 tons of weapons. Weapons trade at Medium, so the minimum is again 1 GB per Trade Unit. Rick buys his 6 Trade Units for 6 GB. That’s 5 tons, or 3 wagons again required to haul the goods. 2 GB will cover the movement points.

Dan is now able to sell his 2 units of steel. He sells his for 1d4-1 and 1d4-2 GB, losing a guaranteed 8 GB because, even though his Domain had initiative, Rick was using the trade chain action and locked in the best prices. Now Dan is VERY unhappy.

The Domain Turn ends, and a new one begins. Bob, who owns the Province (9), taxed heavily and had a bad random event… the province is Rebellious now (+1 Demand for Weapons).

Round 4: Rick resolves the third, and final, leg in the province (9). Dan, Rick, and Mike each have a Guild (3) in the province. Bob is the Province ruler, and he does not want Weapons sold in the province (he expects rebels to buy them).

The Risk for Weapons is High, so the base DC is 20. Because this is part of a trade chain, and after the first leg, that is reduced to 15. Dan and Mike oppose the sale with their Guilds (+3 each) for 21. Bob also opposes the sale with his Law (7), for another +7 to the DC. That brings the DC to 28. Rick’s Guild (3) reduces that by 3, to 25. Rick invests 15 RP to bring the DC down to 10. Bob spends 10 RP to raise the DC back to 20, because he REALLY does not want the weapons sold there. Rick counter-bids another 10 RP, and makes his check. He rolls a 7, and fails.

Rick’s initial investment of 9 GB returned him 13 GB back (6 on the first leg, then 7 more on the second). That’s 4 GB profit.


The progressions that are allowed generally move up the chain. The chain rises from Raw Materials to Intermediate Goods to Finished Goods to Luxury Items. It is possible to skip steps (Intermediate Goods to Luxury Items, for example), or to make a change “laterally” among Intermediate Goods. It is generally not possible to go DOWN the chain.

Example:
Iron Ore (Metal, Ore) to Steel (Metals, Base) to Swords (Weapons)
Sheep (Animal, Herd) to Wool (Cloth, Common)
 


We need a Silveras specific forum created.....hehe

Hey Sil...I could cut and past your info and make a PDF for you if you like.

Or you could email me in a word format or something if you wanted it fancy.

I just feel like I want to give something back for your hard and much appreciated work...
 

SkidAce said:
We need a Silveras specific forum created.....hehe

Heh... that would be a lot of wasted space, I think. ;)

SkidAce said:
Hey Sil...I could cut and past your info and make a PDF for you if you like.

Or you could email me in a word format or something if you wanted it fancy.

I just feel like I want to give something back for your hard and much appreciated work...

Thanks, but I have that covered. The posts here are so fragmented because I cut them from a Word doc where I had also re-typed the parts of the Birthright rules I did NOT change. I have made a PDF of that available to my players. Cutting around the copyrighted stuff for these posts was ... interesting.

I'm just glad to know some people will find the material interesting, and potentially useful.
 

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