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<blockquote data-quote="!DWolf" data-source="post: 8289613" data-attributes="member: 7026314"><p>In Kalabuto there is only one long term effect that I’m worried about: Delay - how long is each faction stuck in the city (tracked in half-days). So I have a very simple system where each action against the faction increases the delay by 0.5 days (which of course further increases the possibility of more delays - and the players can mitigate this for their own faction by taking actions).</p><p></p><p>Looking further into the future - the exploration and conquest of a lost city, there is a bare-bones system presented in the module I’m adapting from but I don’t like it much so I am planning on using a modified version of the Leadership subsystem (which I am already using) coupled with the Company System from REIGN (basically leadership provides four of the Company stats, while the morale system provides the last one). Even though the dice mechanics are different I like the system because it very organically couples PC actions to faction results, allows multiple faction actions in short periods of time, is very organic and easy to use, and I can use it in my upcoming Legacy of Fire inspired game for small to medium scale mercenary companies and kingdom building/management.</p><p></p><p>That being said, I read the WWN system you recommended and I absolutely love it. Especially the actions through assets. But it seems much better at larger scales and timeframes than what I need. I wish I had a game I could incorporate it into though because it looks fantastic. It would have been absolutely perfect for the nation level political stuff towards the end of my kingmaker game.</p><p>[spoiler=If you aren’t familiar with REIGN] Each company has five stats: Might, Influence, Treasure, Territory, and Sovereignty which are measured in numbers of ten sided dice. They also have assets that add additional dice for certain actions. Actions are resolved by taking a pool comprised of two attributes appropriate to an action, along with any modifiers for assets or PC actions and then rolling the dice pool and looking for matches - the higher the number and/or the more dice that match the better. Some rolls may have a set difficulty and others might be opposed by enemy actions. Turns are a month by default, but there is no limit the number of actions can be taken in a turn except that each time you use an attribute it’s value temporarily decreases by one. [/spoiler]</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8289613, member: 7026314"] In Kalabuto there is only one long term effect that I’m worried about: Delay - how long is each faction stuck in the city (tracked in half-days). So I have a very simple system where each action against the faction increases the delay by 0.5 days (which of course further increases the possibility of more delays - and the players can mitigate this for their own faction by taking actions). Looking further into the future - the exploration and conquest of a lost city, there is a bare-bones system presented in the module I’m adapting from but I don’t like it much so I am planning on using a modified version of the Leadership subsystem (which I am already using) coupled with the Company System from REIGN (basically leadership provides four of the Company stats, while the morale system provides the last one). Even though the dice mechanics are different I like the system because it very organically couples PC actions to faction results, allows multiple faction actions in short periods of time, is very organic and easy to use, and I can use it in my upcoming Legacy of Fire inspired game for small to medium scale mercenary companies and kingdom building/management. That being said, I read the WWN system you recommended and I absolutely love it. Especially the actions through assets. But it seems much better at larger scales and timeframes than what I need. I wish I had a game I could incorporate it into though because it looks fantastic. It would have been absolutely perfect for the nation level political stuff towards the end of my kingmaker game. [spoiler=If you aren’t familiar with REIGN] Each company has five stats: Might, Influence, Treasure, Territory, and Sovereignty which are measured in numbers of ten sided dice. They also have assets that add additional dice for certain actions. Actions are resolved by taking a pool comprised of two attributes appropriate to an action, along with any modifiers for assets or PC actions and then rolling the dice pool and looking for matches - the higher the number and/or the more dice that match the better. Some rolls may have a set difficulty and others might be opposed by enemy actions. Turns are a month by default, but there is no limit the number of actions can be taken in a turn except that each time you use an attribute it’s value temporarily decreases by one. [/spoiler] [/QUOTE]
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