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Post by Turn Processing Assistant on Aug 6, 2018 12:16:52 GMT
But as we have concluded hiring someone who is blooded, is quite the effort, Making hiring Family members very hard. Grant advantage is still only expected to increase the average roll by 5, and i do not think it stacks(multiple grant advantage on the same action). But i am mostly investigating options, as i in the past have taken assumptions that hmm... preformed sub optimally. Options that can provide DAC boni or DDC reductions. -write fluff. -take supportive actions. -decrees. -recruit them as an adviser first and slowly step them up over time. -recruit them with conditions (i.e. takes every standard second action as a Training action that is overseen by an important person, more bonus for more important). -offer them estates to manage (i.e. GB per turn). -be their parent (this is a big one for dynastic organisations). Just some ideas of the top of my head.
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Post by Linde (x-GM) on Aug 6, 2018 13:22:55 GMT
Are hire help actions prior to the real hire help action limited to 1 per turn or could a realm with a lot of free court actions use 5 Hire help action and get +10 towards a hire help the next turn? Would the the +10 persist if the hire help action failed? Could another +10 be added with another 5 court actions the following turn and the preparation DAC bonus increase to +20DAC? Linde (x-GM) would need to confirm, but I'd prefer it be like a construction action. Building up each turn until the long search is eventalually successful. A resource splurge to get someone should be advantage and a ton of influence. Confirmed.
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Post by Tir Moreth on Sept 19, 2018 7:36:26 GMT
I just found out I have a hireling with a sub optimal stat line. Would it be possible to upgrade the stat line to the default one with train/hire help actions?
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Post by Linde (x-GM) on Sept 19, 2018 10:37:18 GMT
I just found out I have a hireling with a sub optimal stat line. Would it be possible to upgrade the stat line to the default one with train/hire help actions? training: yes.
A lengthy and laborious process.
Number of actions needed is determined on a case by case basis by GM/TPA, but it usually take years of intense practice and training to raise stats.
Hire Help: No.
But you could hire a replacement with better stats rather quickly using normal hire help rules.
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Post by Maelgwyn ap Cadwgan (TOG) on Sept 19, 2018 21:06:12 GMT
And then for instance assign the previous character as the new one's tutor or mentor, for continuity and so as to not upset the court if the character has titles you're going to re-shuffle.
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Post by ET (Kerberos) on Sept 22, 2018 5:34:37 GMT
1)When you hire an adventuring specialist they have no ability to influence the Relam level right, can only go on adventures? 2) If so The +5 penealty for each relam affecting expertice would then not affect adventuring specialist right? Since they can't affect the relam level there's no fundamental difference between warfare/arcana and athletics/stealth. Both would be pure adventuring skills with no realm level aplication?
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Post by Turn Processing Assistant on Sept 23, 2018 23:35:49 GMT
1)When you hire an adventuring specialist they have no ability to influence the Relam level right, can only go on adventures? 2) If so The +5 penealty for each relam affecting expertice would then not affect adventuring specialist right? Since they can't affect the relam level there's no fundamental difference between warfare/arcana and athletics/stealth. Both would be pure adventuring skills with no realm level aplication? 1) Correct, they can adventure only. 2) Their is no "expertise" DDC impact for adventurers. For the purposes of rolling dice on adventures an adventuring group is treated (by me) as though they have the appropriate skill to handle one (of the three) rolls with expertise and a +3 stat modifier.
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Post by SouthWestern Traders on Sept 24, 2018 17:43:54 GMT
1)When you hire an adventuring specialist they have no ability to influence the Relam level right, can only go on adventures? 2) If so The +5 penealty for each relam affecting expertice would then not affect adventuring specialist right? Since they can't affect the relam level there's no fundamental difference between warfare/arcana and athletics/stealth. Both would be pure adventuring skills with no realm level aplication? 1) Correct, they can adventure only. 2) Their is no "expertise" DDC impact for adventurers. For the purposes of rolling dice on adventures an adventuring group is treated (by me) as though they have the appropriate skill to handle one (of the three) rolls with expertise and a +3 stat modifier. What about an adventuring group with the appropriate stat line and expertise? They would cost about 15DDC more to get that combined effect versus a regular lvl 1 non-expert, non-stat adventuring group that would apparently also get +7?
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Post by Mercia(andreas) on Sept 24, 2018 18:07:40 GMT
So a lvl 5 Adventuring group is DDC 15 to recruit, and they provide +9 to a adventure skill check roll?
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Post by Turn Processing Assistant on Sept 24, 2018 22:52:08 GMT
1) Correct, they can adventure only. 2) Their is no "expertise" DDC impact for adventurers. For the purposes of rolling dice on adventures an adventuring group is treated (by me) as though they have the appropriate skill to handle one (of the three) rolls with expertise and a +3 stat modifier. What about an adventuring group with the appropriate stat line and expertise? They would cost about 15DDC more to get that combined effect versus a regular lvl 1 non-expert, non-stat adventuring group that would apparently also get +7? Hiring groups is an exception to the normal rules, so I haven't allowed anyone to hire them with an improved statline or the expertise DDC modifier (I think). A lvl 5 Adventuring group is DDC 15 to recruit, and they provide +9 to a adventure skill check roll.
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