Post by Elyssia Whiterose (SWT) on Aug 19, 2019 1:42:17 GMT
1st Sample Character by Linde is used
Start: Roll for maintenance
Ob 1(hired help, the brother!) + 2(4 holdings)
Dice: 6(resources)+4(holdings)+3(stability) = 13 (routine) [Note: The same character with -3(stability) only has 7 dice, and the same character with only 1 resource point only has 7 dice as well, so the 13 dice is mainly from an inherently wealthy character]
Then:
+3 persona(lvl 2, lvl 1, lvl 1 holding), +1 fate(lvl 2 holding)
Take 3 actions + 1 action per character [Note: Not per affiliation - affiliation helps you hire officers that you must maintain at a variable cost (default 1ob during maintenance?), but they can take actions on your behalf]
Hire Help A(2) - 7Circles(1+affiliation(2)+Stability(3)+Prosperity(1)), A Mining Engineer from the mountain village @ ob5(1+Lower Rank(1)+Specific Knowledge(3))
Hire Help B(1) - 5Circles(1+aff(1)+Stability(3)), A Merchant from a coastal village (with sea captain background) @ ob4(1+Specific Sea Captain(2)+Lower Rank(1))
Hire Help C(1) - 5Circles(1+aff(1)+Stability(3)), A Mercenary Captain from the city @ ob3 (1+Lower Rank(1)+Related knowledge(1)
Rule Guild D(0) to D(1) - 6: Skill(3)+Stability(3)) @ ob3 (lvl(1)*2+1)
[Tweedvest the Richer knows that he can't expand his banking operations without people, such as his brother, to help administrate his growing businesses. Due to his wealth independent of his operations, he is confident that hiring a Mercenary Captain, a Merchant with naval experience, and a Mining Engineer will help out in the long-run. His brother meanwhile expands the family business to the Aelven Woods]
Probabilities of above actions:
22.7%+1 persona: 36.3%
18.8%+2 persona: 50%
50%
65.6%
Tweedvest says: If action fails and d6 rolled, then use fate to reroll 6s in order actions are taken [Tweedvest could also say "Keep 1 fate for maintenance roll" or "Keep X fate for versus rolls" or "Use fate if #6s = #successes needed to succeed" or whatever criteria Tweedvest wants, as long as it's simple and clear]
[If Tweedvest wanted to grow the guild in A from 2 to 3, it would have .8% probability. Even applying 3 persona and a 1 fate(assuming 2 6s rolled) would only give it a 38.7% chance of success. Tweedvest needs help or prosperity if he wants to grow the guild!]
[Note: Recommend distinguishing affiliations and property, by giving each a distinct name. Could be: Law(Affiliation) & Manor(Property), Guild(Affiliation) & Trade(Property), Orders(Affiliation) & Temples(Property), Covens?(Affiliation) and Sources(Property)]
If Tweedvest succeeds at half his actions, he may end up with 2 characters, or 1 character and an extra holding. Assuming he gets 2 characters (who want 1ob worth of maintenance each - just like his brother), and also assuming his 3rd hire help doesn't result in a nemesis:
Next turn:
Start: Roll for Maintenance
Ob: 3 (3 Hired help) + 2 (4 holdings)
Dice: 6(res)+4(hldgs)+3(stability)
But wait, Tweedvest spent all his persona and fate! His dice are evil and he rolls only 4 successes. He must make a choice:
A hired help is unpaid and refuses work for this season - if they are unpaid a 2nd time within the next year/season, they will certainly leave
Two holdings are unmaintained and will not aid him this season - if they are unpaid a 2nd time within the next year/season, they will certainly disband
His resources are taxed and he must recover them next season (-1D to resource, must have an extra success to recover tax; if tax ever drops resources to 0, recover all tax & lose 1 resources stat permanently)
Tweedvest is confident in his wealth and dips into his personal funds, taxing himself. He gets full artha and will have his own 3 actions + 3 actions from hired help. Will anyone compete with this absurdly wealthy guilder?
[Note: Guilders will often acquire characters via wealth, as that is what attracts people to the guilder. Kings, Bishops and Wizards may likewise use wealth, but may also attract companions for other reasons and may have to keep them happy via other means, but not have to deal with maintenance costs - a Wizard may have to share some of his magical power. A King may have to "quest" (read wage war) for honor and glory to keep the foreign knight in his service. A bishop may have to allow his clergy to sell indulgences.]
Advancement for Player Character: Checks made for maintenance, for 3 actions, and during adventure count towards advancement. Note that consistently going for the easy Hire Help as above will result in a stagnant character that never improves. Of course, going for the difficult rolls will result in more failed rolls. Adventure should be the primary method by which to obtain challenging and difficult tests, as characters are allowed (and encouraged) to fail forward during adventures.
Start: Roll for maintenance
Ob 1(hired help, the brother!) + 2(4 holdings)
Dice: 6(resources)+4(holdings)+3(stability) = 13 (routine) [Note: The same character with -3(stability) only has 7 dice, and the same character with only 1 resource point only has 7 dice as well, so the 13 dice is mainly from an inherently wealthy character]
Then:
+3 persona(lvl 2, lvl 1, lvl 1 holding), +1 fate(lvl 2 holding)
Take 3 actions + 1 action per character [Note: Not per affiliation - affiliation helps you hire officers that you must maintain at a variable cost (default 1ob during maintenance?), but they can take actions on your behalf]
Hire Help A(2) - 7Circles(1+affiliation(2)+Stability(3)+Prosperity(1)), A Mining Engineer from the mountain village @ ob5(1+Lower Rank(1)+Specific Knowledge(3))
Hire Help B(1) - 5Circles(1+aff(1)+Stability(3)), A Merchant from a coastal village (with sea captain background) @ ob4(1+Specific Sea Captain(2)+Lower Rank(1))
Hire Help C(1) - 5Circles(1+aff(1)+Stability(3)), A Mercenary Captain from the city @ ob3 (1+Lower Rank(1)+Related knowledge(1)
Rule Guild D(0) to D(1) - 6: Skill(3)+Stability(3)) @ ob3 (lvl(1)*2+1)
[Tweedvest the Richer knows that he can't expand his banking operations without people, such as his brother, to help administrate his growing businesses. Due to his wealth independent of his operations, he is confident that hiring a Mercenary Captain, a Merchant with naval experience, and a Mining Engineer will help out in the long-run. His brother meanwhile expands the family business to the Aelven Woods]
Probabilities of above actions:
22.7%+1 persona: 36.3%
18.8%+2 persona: 50%
50%
65.6%
Tweedvest says: If action fails and d6 rolled, then use fate to reroll 6s in order actions are taken [Tweedvest could also say "Keep 1 fate for maintenance roll" or "Keep X fate for versus rolls" or "Use fate if #6s = #successes needed to succeed" or whatever criteria Tweedvest wants, as long as it's simple and clear]
[If Tweedvest wanted to grow the guild in A from 2 to 3, it would have .8% probability. Even applying 3 persona and a 1 fate(assuming 2 6s rolled) would only give it a 38.7% chance of success. Tweedvest needs help or prosperity if he wants to grow the guild!]
[Note: Recommend distinguishing affiliations and property, by giving each a distinct name. Could be: Law(Affiliation) & Manor(Property), Guild(Affiliation) & Trade(Property), Orders(Affiliation) & Temples(Property), Covens?(Affiliation) and Sources(Property)]
If Tweedvest succeeds at half his actions, he may end up with 2 characters, or 1 character and an extra holding. Assuming he gets 2 characters (who want 1ob worth of maintenance each - just like his brother), and also assuming his 3rd hire help doesn't result in a nemesis:
Next turn:
Start: Roll for Maintenance
Ob: 3 (3 Hired help) + 2 (4 holdings)
Dice: 6(res)+4(hldgs)+3(stability)
But wait, Tweedvest spent all his persona and fate! His dice are evil and he rolls only 4 successes. He must make a choice:
A hired help is unpaid and refuses work for this season - if they are unpaid a 2nd time within the next year/season, they will certainly leave
Two holdings are unmaintained and will not aid him this season - if they are unpaid a 2nd time within the next year/season, they will certainly disband
His resources are taxed and he must recover them next season (-1D to resource, must have an extra success to recover tax; if tax ever drops resources to 0, recover all tax & lose 1 resources stat permanently)
Tweedvest is confident in his wealth and dips into his personal funds, taxing himself. He gets full artha and will have his own 3 actions + 3 actions from hired help. Will anyone compete with this absurdly wealthy guilder?
[Note: Guilders will often acquire characters via wealth, as that is what attracts people to the guilder. Kings, Bishops and Wizards may likewise use wealth, but may also attract companions for other reasons and may have to keep them happy via other means, but not have to deal with maintenance costs - a Wizard may have to share some of his magical power. A King may have to "quest" (read wage war) for honor and glory to keep the foreign knight in his service. A bishop may have to allow his clergy to sell indulgences.]
Advancement for Player Character: Checks made for maintenance, for 3 actions, and during adventure count towards advancement. Note that consistently going for the easy Hire Help as above will result in a stagnant character that never improves. Of course, going for the difficult rolls will result in more failed rolls. Adventure should be the primary method by which to obtain challenging and difficult tests, as characters are allowed (and encouraged) to fail forward during adventures.