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Design Thread - "What makes a Knight?"
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<blockquote data-quote="pemerton" data-source="post: 8042228" data-attributes="member: 42582"><p>Prince Valiant sits in the same general thematic territory as Pendragon, but more light-heartedly. Our game currenlty has three PCs - two began the game as knights (father and son) and one (as per an Advanced PC building option) started as a squire but was knighted a few sessions in.</p><p></p><p>Mechanically Prince Valiant is pretty straightforward, and what distinguishes a knight or squire in mechanical terms is simply that they must begin with ranks in Arms and Riding. (Whereas, say, a viking must have ranks ain Arms and Shiphandling, a peasant in Farming and Crafting, etc.)</p><p></p><p><a href="https://www.enworld.org/threads/more-prince-valiant-rpging.673369/" target="_blank">Our game has turned into one of military campaignin</a>g, as the PCs have founded a religious military order (the Order of St Sigobert), and have travelled from Britain to France to Italy to Dalmatia, then overland to Byazntium, then accross Anatolia, and now are trying to take Cyprus. But as well as battles we have had weddings, extra-marital romance, much jousting, forest bandits, a wise woman engaging in pagan practices who was converted to Christianity by a display of the miraculous power of St Sigobert, and the like.</p><p></p><p>I think core to Arthurian knights is errantry, jousting, war and romance. In my view, therefore, they need systems to support social as well as martial interaciton and contest (<em>romance</em>), mass combat (<em>war</em>), and satisfying one-on-one duels where riding a horse is a benefit rather than a mechanical chore and/or liability (<em>jousting</em>). For errantry to work in RPGIng I think there needs to be an emphasis on scene-framing with only light exploratory elements. Too much exploration makes it all about the rations and the mapping rather than the maiden being pursued by bandits or the restless spirt met on the forest path.</p><p></p><p>I don't realy know how I'd do this in D&D. But I'd be looking for ways to make a horse viable (similar to ranger animal companions at least in 3E and 4e); ways to make spotaneity and unexpected encouters turn the PCs way (which might use metagame mechanics similar perhaps to a Circles check in Burning Wheel or analogus to a bonus on reaction rolls in AD&D); and ways to make Ideals, Bonds and Flaws matter in the play of the character. Given that these are already part of the 5e framework, I don't see the need for a new Quest or Vow mechanic.</p><p></p><p>You might also want to look at ways to incentivise CHA so that at least some of the D&D knights are charming and/or impressive leaders. I don't know if storing Inspiration up to the CHA bonus would do the job, but that might be the sort of thing you could look at.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8042228, member: 42582"] Prince Valiant sits in the same general thematic territory as Pendragon, but more light-heartedly. Our game currenlty has three PCs - two began the game as knights (father and son) and one (as per an Advanced PC building option) started as a squire but was knighted a few sessions in. Mechanically Prince Valiant is pretty straightforward, and what distinguishes a knight or squire in mechanical terms is simply that they must begin with ranks in Arms and Riding. (Whereas, say, a viking must have ranks ain Arms and Shiphandling, a peasant in Farming and Crafting, etc.) [url=https://www.enworld.org/threads/more-prince-valiant-rpging.673369/]Our game has turned into one of military campaignin[/url]g, as the PCs have founded a religious military order (the Order of St Sigobert), and have travelled from Britain to France to Italy to Dalmatia, then overland to Byazntium, then accross Anatolia, and now are trying to take Cyprus. But as well as battles we have had weddings, extra-marital romance, much jousting, forest bandits, a wise woman engaging in pagan practices who was converted to Christianity by a display of the miraculous power of St Sigobert, and the like. I think core to Arthurian knights is errantry, jousting, war and romance. In my view, therefore, they need systems to support social as well as martial interaciton and contest ([I]romance[/I]), mass combat ([I]war[/I]), and satisfying one-on-one duels where riding a horse is a benefit rather than a mechanical chore and/or liability ([I]jousting[/I]). For errantry to work in RPGIng I think there needs to be an emphasis on scene-framing with only light exploratory elements. Too much exploration makes it all about the rations and the mapping rather than the maiden being pursued by bandits or the restless spirt met on the forest path. I don't realy know how I'd do this in D&D. But I'd be looking for ways to make a horse viable (similar to ranger animal companions at least in 3E and 4e); ways to make spotaneity and unexpected encouters turn the PCs way (which might use metagame mechanics similar perhaps to a Circles check in Burning Wheel or analogus to a bonus on reaction rolls in AD&D); and ways to make Ideals, Bonds and Flaws matter in the play of the character. Given that these are already part of the 5e framework, I don't see the need for a new Quest or Vow mechanic. You might also want to look at ways to incentivise CHA so that at least some of the D&D knights are charming and/or impressive leaders. I don't know if storing Inspiration up to the CHA bonus would do the job, but that might be the sort of thing you could look at. [/QUOTE]
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