Board:

Søndag hos Pierre

Topic:

KingMaker regler og House-rules


Pierre Husted Sigvardsen

2010-10-17 07:28:24

For at det er nemmere at finde, så vil de mest brugte regler bliver kopieret herind i tråden.
Desuden vil eventuelle house-rules blive lagt ind her (imellem de almindelige regler, men markeret som house-rules).

Pierre Husted Sigvardsen

2010-10-17 07:39:08

[size=14pt]Exploration and Traveling[/size]
Alle tider her forudsætter 12 miles hexes.

Traveling (Time across 1 hex)

[table]
[tr][td][center]Party Speed[/center][/td][td]  [/td][td][center]Plains[/center][/td][td]  [/td][td][center]All Other Terrains[/center][/td][/tr]

[tr][td][center]15 feet[/center][/td][td]  [/td][td][center]11 hours[/center][/td][td]  [/td][td][center]16 hours[/center][/td][/tr]
[tr][td][center]20 feet[/center][/td][td]  [/td][td][center]8 hours[/center][/td][td]  [/td][td][center]12 hours[/center][/td][/tr]
[tr][td][center]30 feet[/center][/td][td]  [/td][td][center]5 hours[/center][/td][td]  [/td][td][center]8 hours[/center][/td][/tr]
[tr][td][center]40 feet[/center][/td][td]  [/td][td][center]4 hours[/center][/td][td]  [/td][td][center]6 hours[/center][/td][/tr]
[tr][td][center]50 feet[/center][/td][td]  [/td][td][center]3 hours[/center][/td][td]  [/td][td][center]5 hours[/center][/td][/tr]
[/table]


Exploring (Time to fully explore 1 hex)

[table]
[tr][td][center]Party Speed[/center][/td][td]  [/td][td][center]Plains[/center][/td][td]  [/td][td][center]Forest or Hill[/center][/td][td]  [/td][td][center]Mountain or Swamp[/center][/td][/tr]

[tr][td][center]15 feet[/center][/td][td]  [/td][td][center]3 days[/center][/td][td]  [/td][td][center]4 days[/center][/td][td]  [/td][td][center]5 days[/center][/td][/tr]
[tr][td][center]20 feet[/center][/td][td]  [/td][td][center]2 days[/center][/td][td]  [/td][td][center]3 days[/center][/td][td]  [/td][td][center]4 days[/center][/td][/tr]
[tr][td][center]30 feet[/center][/td][td]  [/td][td][center]1 days[/center][/td][td]  [/td][td][center]2 days[/center][/td][td]  [/td][td][center]3 days[/center][/td][/tr]
[tr][td][center]40 feet[/center][/td][td]  [/td][td][center]1 days[/center][/td][td]  [/td][td][center]1 days[/center][/td][td]  [/td][td][center]2 days[/center][/td][/tr]
[tr][td][center]50 feet[/center][/td][td]  [/td][td][center]1 days[/center][/td][td]  [/td][td][center]1 days[/center][/td][td]  [/td][td][center]1 days[/center][/td][/tr]
[/table]


Pierre Husted Sigvardsen

2010-10-18 21:14:19

[size=14pt]Buildings[/size]

Mine & Smelter (12 BP)
A mine, small housing and a smelting tower for the ore.
Economy +1, Stability +1
Plus it counts as a special resource, giving a further Economy +1.
Plus is often counts as a cave, giving a further Stability +1


Exotic Craftsman
Errata: 1 minor item, +1 Economy, +1 Stability


House
Et hus kan kun fungere som adjacent house for een anden bygning.


Druid Grove (22 BP, 4 spaces)
A grove in the middle of the city for both the local druid, and visiting druids, rangers & other nature-worshipers.
Economy +1, Stability +1, Loyalty +1, 1 minor item, 1 medium item
Halves cost of Herbalist in same city.


Pierre Husted Sigvardsen

2010-11-15 07:44:08

[size=14pt]Gaining Experience[/size]
As their kingdom grows, the PCs gain experience points.
Use the following guidelines to determine when and how much XP should be awarded. These XP awards should only be awarded the first time each event occurs.

Founding a kingdom: 2,400 XP
Establishing a capital city: 1,200 XP
Reaching a kingdom size of 5: 1,600 XP
Reaching a kingdom size of 10: 2,400 XP
Reaching a kingdom size of 25: 3,200 XP
Reaching a kingdom size of 50: 4,800 XP
Reaching a kingdom size of 75: 6,400 XP
Reaching a kingdom size of 100: 12,800 XP
Reaching a kingdom size of 150: 25,600 XP
Reaching a kingdom size of 200: 76,800 XP
Filling a square with four blocks of buildings: 1,600 XP
Filling three city squares with buildings: 4,800 XP
Filling an entire city grid with buildings: 12,800 XP

Completing Quest (from book 1, 2, 3, 4):  400, 1,600, 4,800, 12,800 XP
Claiming and keeping Landmark (from book 1, 2, 3, 4): 100, 400, 1,200, 3,200 XP

Exploring hex: 100 XP

Pierre Husted Sigvardsen

2010-11-15 08:02:10

[size=14pt]Gaining Territory[/size]

Claiming hexes
To claim a hex, it has to have been explored during the latest Kingdom-turn. If it's been explored before, you'll just have to explore it again.

Annexing towns (taget fra bog 2, side 56)
A town consists of an established settlement — claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4.

Reusing ruins (taget fra bog 2, side 56)
A ruin can be incorporated into a city as a building—doing so halves the cost of the building, as the ruin only needs to be repaired rather than having to be built from the ground up. The encounter indicates what type of building a repaired ruin counts as.


Pierre Husted Sigvardsen

2010-11-15 08:04:58

[size=14pt]Consumption[/size]

Hvis Comsumption er negativ, så "tjener" riget BP i UPKEEP PHASE Step 2.

Der "tjenes" dog kun 1 BP for hver 2 BP Consumption er negativ.
Der kan ikke "tjenes" mere end halvdelen af rigets SIZE (antal hexes).

Hvis der ville være "tjent" mere end halvdelen af rigets SIZE, så nedskrives UNREST med 1.

Pierre Husted Sigvardsen

2010-11-28 18:04:38

[size=14pt]Sell valuable items[/size]

I Income Phase, Step 3 kan man sælge magiske ting, som er mere værd end 4.000 gp.

For at afgøre om en genstand er minor, moderate/medium eller major skal man kigge på random-tabellerne i DMG'en - fra side 211.
[s]
Den kategori, hvor genstanden har flest "hits", er den kategori den hører hjemme i. F.eks. er Ring of Energy Resistance et medium item (da den har 94-96/3 hits i minor, 50-56/7 hits i medium og 01-02/2 hits i major).[/s]

Hvis genstanden er i flere kategorier, så tæller den laveste kategori.


[quote]
Tem wrote:

    The one detail I'm still missing is the classification of items that the PCs want to sell (and thus convert directly to BPs). If they've found a +1 sword while adventuring, is it a minor or medium magic item? It appears on both lists so can they choose or is it automatically the lower (or higher)? I can see circumstances where each of the two options might be better.


An item that appears on both lists should always default to the lesser. So a +1 sword would count as a minor magic item.[/quote]

Pierre Husted Sigvardsen

2010-12-05 08:08:22

[size=14pt]Hurtigere Kingdom-Turns til at starte med[/size]


Reglerne siger:

[quote]
For hver 30 dage går der en KINGDOM TURN. Gruppen skal i løbet af de 30 dage opholde sig minimum 7 dage indenfor RIGET (i hexes tilhørende RIGET).
[/quote]


Den regel er ændret til følgende:

Grundregel:
- For hver minimum 30 dage hvori gruppen har opholdt sig minimum 7 fulde dage i RIGET, går der en KINGDOM TURN.


Ekstraregler de 5 første KINGDOM TURNs:
- Tag det højeste tal af disse: antal hexes, højeste level i gruppen. Halver tallet og rund op (max 10). Det tal er "Antal dage".
- Når gruppen har været på eventyr i "Antal dage" fulde dage og været i RIGET i "Antal dage" fulde dage, så køres en KINGDOM TURN.



Definitioner:
- "I RIGET" defineres som indenfor hexes, som tilhører RIGET - erobrede hexes.
- "Dag" defineres som solopgang til solopgang.
- "Fuld dag i RIGET" defineres som en dag, hvor man er i RIGET.
- "Fuld dag på eventyr" defineres som en dag, hvor man enten er på eventyr, eller i byen efter forsyninger eller forstærkninger.
- En dag hvor man er på eventyr, men ikke forlader RIGET, kan tælle som begge dele. Ved dagens afslutning beslutter gruppen om dagen tæller som eventyr eller i RIGET.


Pierre Husted Sigvardsen

2011-03-27 17:15:27

[size=14pt]Using construction magic[/size]

Kingdom reglerne side 58, første spalte nederst:
[quote]At the GM’s whim, using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.[/quote]

Det kræver at man i tiden inden (siden seneste Kingdom-turn) har brugt tid og magi på de konkrete ting, som man gerne vil have BP-rabat på.

Pierre Husted Sigvardsen

2011-04-20 08:28:46

[size=14pt]Non-City Improvements[/size]

Any of these actions take the place of the "build a farm" action in your kingdom turn. They also are mutually exclusive - you can have a farm OR a mine OR a fort OR a camp in a hex. None of these improvements represent a single building in a 12-mile hex. It's not just one farm, or just one mine, or just one fort. Building means you have devoted the primary physical and human(oid) resources of that hex to the activity of farming (farm), mining (mine), logging/fishing (camp), or patrols and defense (fort).

You can, however, build roads through a hex with any of the above.


Fort: (6 BP, cost is halved if built over an area with an existing Lair or Cave)
Instead of building a farm hex, a fort can be built in any hex.
+1 Stability, -1 Unrest. If the hex is attacked, +2 Defense.

This is essentially a watchtower. The defense bonus would apply if an enemy attacks your forces in that hex using the upcoming mass combat rules. However, you could also apply it as a special Stability bonus to a Stability check you might make in response to an event like "Monster Attack" or "Bandits" if are having that affect a specific hex.


Mine: (6 BP)
Instead of building a farm hex, you can build a mine in hills or mountains.
+1 Economy, +1 Stability. This is doubled if the hex contains a "resource" like gold or iron ore: +2 Economy, +2 Stability.

This is essentially the same as a mill in a city, with a special bonus for doing it in a hex where you have a resource.


Camp: (6 BP)
Instead of building a farm hex, you can build a logging camp and mill in forests or a fishing camp in swamps.
+1 Economy, +1 Stability. This is doubled if the hex contains a "resource" like rare lumber, herbs, or fish: +2 Economy, +2 Stability.

Yes, this is essentially identical to the mine, just in different terrain.


Rivers: Much like roads, rivers can be used for commerce.
For every 4 hexes your kingdom controls that contains rivers, you gain +1 Economy. (Yes, hexes with a river and a road count for both.)

Pierre Husted Sigvardsen

2011-04-26 23:59:43

Nyt her i tråden:

Sælge genstande. Hvis en genstand er i flere kategorier, så tæller den laveste.

Errata: Exotic Craftsman: +1 Economy i stedet for +1 Loyalty

Fandt også en ruling på at plus i Consumption forsvinder (da det ellers vil være billigere at tjene BP på at bygge farme, end bygninger i byerne).
Men jeg har ændret det til at man kun får halvdelen for overskudet - og stadig max halvdelen af hex-size.

Et hus kan kun fungere som adjacent house for een anden bygning.


Nyt indlæg: Non-City Improvements


Pierre Husted Sigvardsen

2011-07-21 22:16:23

Nyt i tråden:

Building: Druid Grove