ReworkingBirthright.SimplerCharacters History
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Changed lines 12-17 from:
'''Administration''' - ''usury, specific kinds of guilds, accquisition, expansion, temples of a specific realm''...[[<<]]
'''Intrigue'''- ''diplomacy, spying, assasination, theft, intimidation, courtly graces''...[[<<]]
'''Government'''- ''oratory, inspiring loyalty, inspiring terror, justice, gentry of a specific realm''...[[<<]]
'''Theurgy'''- ''ceremonies, theology, specific realm invocations, specific invocations''...[[<<]]
'''Warfare'''- ''leadership, swordsmanship, horsemanship, tactics, logistics, siege engineering''...[[<<]]
'''Wizardry''' - ''occult knowledge, artificing, specific realm spells, specific spells''...[[<<]]
'''Intrigue'''
'''Government'''
'''Theurgy'''
'''Warfare'''
'''Wizardry'''
to:
'''Administration'''[[<<]]
- ''usury, specific kinds of guilds, accquisition, expansion, temples of a specific realm''...[[<<]]
'''Intrigue'''[[<<]]
- ''diplomacy, spying, assasination, theft, intimidation, courtly graces''...[[<<]]
'''Government'''[[<<]]
- ''oratory, inspiring loyalty, inspiring terror, justice, gentry of a specific realm''...[[<<]]
'''Theurgy'''[[<<]]
- ''ceremonies, theology, specific realm invocations, specific invocations''...[[<<]]
'''Warfare'''[[<<]]
- ''leadership, swordsmanship, horsemanship, tactics, logistics, siege engineering''...[[<<]]
'''Wizardry'''[[<<]]
- ''occult knowledge, artificing, specific realm spells, specific spells''...[[<<]]
- ''usury, specific kinds of guilds, accquisition, expansion, temples of a specific realm''...[[<<]]
'''Intrigue'''[[<<]]
- ''diplomacy, spying, assasination, theft, intimidation, courtly graces''...[[<<]]
'''Government'''[[<<]]
- ''oratory, inspiring loyalty, inspiring terror, justice, gentry of a specific realm''...[[<<]]
'''Theurgy'''[[<<]]
- ''ceremonies, theology, specific realm invocations, specific invocations''...[[<<]]
'''Warfare'''[[<<]]
- ''leadership, swordsmanship, horsemanship, tactics, logistics, siege engineering''...[[<<]]
'''Wizardry'''[[<<]]
- ''occult knowledge, artificing, specific realm spells, specific spells''...[[<<]]
Changed line 12 from:
'''Administration''' - ''usury, specific kinds of guilds, accquisition, expansion''...[[<<]]
to:
'''Administration''' - ''usury, specific kinds of guilds, accquisition, expansion, temples of a specific realm''...[[<<]]
Changed lines 14-17 from:
'''Government'''[[<<]]
'''Theurgy'''[[<<]]
'''Warfare'''[[<<]]
'''Wizardry'''[[<<]]
'''
to:
'''Government''' - ''oratory, inspiring loyalty, inspiring terror, justice, gentry of a specific realm''...[[<<]]
'''Theurgy''' - ''ceremonies, theology, specific realm invocations, specific invocations''...[[<<]]
'''Warfare''' - ''leadership, swordsmanship, horsemanship, tactics, logistics, siege engineering''...[[<<]]
'''Wizardry''' - ''occult knowledge, artificing, specific realm spells, specific spells''...[[<<]]
'''Theurgy''' - ''ceremonies, theology, specific realm invocations, specific invocations''...[[<<]]
'''Warfare''' - ''leadership, swordsmanship, horsemanship, tactics, logistics, siege engineering''...[[<<]]
'''Wizardry''' - ''occult knowledge, artificing, specific realm spells, specific spells''...[[<<]]
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Changed lines 12-13 from:
'''Administration'''[[<<]]
'''Intrigue'''[[<<]]
to:
'''Administration''' - ''usury, specific kinds of guilds, accquisition, expansion''...[[<<]]
'''Intrigue''' - ''diplomacy, spying, assasination, theft, intimidation, courtly graces''...[[<<]]
'''Intrigue''' - ''diplomacy, spying, assasination, theft, intimidation, courtly graces''...[[<<]]
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All characters also possess ratings in six skills that describe the areas of expertise that a regent can have. These skills are:[[<<]]
to:
All characters also possess ratings in six skills that describe the areas of expertise that a regent can have. Each of these skills is rated numerically and provides a bonus, or a penalty, to certain actions. Within each of the broad skill areas a character can also possess more specific advantages. These sub-skills add additional modifiers, or penalties, to a narrower category of activities. The six skills, and some possible sub-skills, are listed below:[[<<]]
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In my opinion the ''D&D'' system is not especially well suited to modelling nobles, high priests, arch-wizards and other personalities that are normally played in a ''Birthright'' campaign that is centred around regents and rulership. If, however, you are seeking to play adventurers in Cerilia then I suggest that you might have more luck with ''Dungeons & Dragons'', or ''Ars Magica'', or ''HeroQuest'', or your choice of heroic adventure RPG.
to:
In my opinion the ''D&D'' system is not especially well suited to modelling nobles, high priests, arch-wizards and other personalities that are normally played in a ''Birthright'' campaign that is centred around regents and rulership. If, however, you are seeking to play adventurers in Cerilia then I suggest that you might have more luck with ''Dungeons & Dragons'', or ''Ars Magica'', or ''[=HeroQuest=]'', or your choice of heroic adventure RPG.
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'''Wizardry'''[[<<]]
to:
'''Wizardry'''[[<<]]
These skills are given a numerical rating which is used as a bonus - or, in rare cases, a penalty - to realm actions and whenever else they become neccessary.[[<<]]
...
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These skills are given a numerical rating which is used as a bonus - or, in rare cases, a penalty - to realm actions and whenever else they become neccessary.[[<<]]
...
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Back to [[ReworkingBirthright.HomePage |Reworking Birthright]]
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!Simpler Characters
In my opinion the ''D&D'' system is not especially well suited to modelling nobles, high priests, arch-wizards and other personalities that are normally played in a ''Birthright'' campaign that is centred around regents and rulership. If, however, you are seeking to play adventurers in Cerilia then I suggest that you might have more luck with ''Dungeons & Dragons'', or ''Ars Magica'', or ''HeroQuest'', or your choice of heroic adventure RPG.
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!!Simpler Stats
There are only a few statistics for each character in this method.
All characters have a number of descriptive traits that aid in characterisation and also provide bonuses in circumstances that are appropriate (for example: "Brave, +1" characters might have a bonus when leading troops into dangerous battles). Most characters will only have a few descriptive traits and rarely more than three. It is possible for some descriptive traits to be rated negatively, these traits provide penalties in appropriate circumstances. Any trait with a negative number associated with it is considered to be a penalty, a cowardly character could have "Brave, -2" or "Cowardly, -2", the mechanical effect is the same it is simply a different manner of describing an, effectively, identical trait.
All characters also possess ratings in six skills that describe the areas of expertise that a regent can have. These skills are:[[<<]]
'''Administration'''[[<<]]
'''Intrigue'''[[<<]]
'''Government'''[[<<]]
'''Theurgy'''[[<<]]
'''Warfare'''[[<<]]
'''Wizardry'''[[<<]]
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!Simpler Characters
In my opinion the ''D&D'' system is not especially well suited to modelling nobles, high priests, arch-wizards and other personalities that are normally played in a ''Birthright'' campaign that is centred around regents and rulership. If, however, you are seeking to play adventurers in Cerilia then I suggest that you might have more luck with ''Dungeons & Dragons'', or ''Ars Magica'', or ''HeroQuest'', or your choice of heroic adventure RPG.
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!!Simpler Stats
There are only a few statistics for each character in this method.
All characters have a number of descriptive traits that aid in characterisation and also provide bonuses in circumstances that are appropriate (for example: "Brave, +1" characters might have a bonus when leading troops into dangerous battles). Most characters will only have a few descriptive traits and rarely more than three. It is possible for some descriptive traits to be rated negatively, these traits provide penalties in appropriate circumstances. Any trait with a negative number associated with it is considered to be a penalty, a cowardly character could have "Brave, -2" or "Cowardly, -2", the mechanical effect is the same it is simply a different manner of describing an, effectively, identical trait.
All characters also possess ratings in six skills that describe the areas of expertise that a regent can have. These skills are:[[<<]]
'''Administration'''[[<<]]
'''Intrigue'''[[<<]]
'''Government'''[[<<]]
'''Theurgy'''[[<<]]
'''Warfare'''[[<<]]
'''Wizardry'''[[<<]]
Page last modified on March 03, 2005, at 04:55 PM