Aftermath Reborn Rules Discussion

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Aftermath Reborn Rules Discussion

Post by Mordred on Tue Jun 18, 2013 9:37 am

Please use this thread to discuss the rules as mentioned here; http://aftermathreborn.forumotion.co.uk/t6-aftermath-reborn-rules
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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Thu Jun 20, 2013 12:15 am

When we get to the point of rolling for counties, would it be simple enough to have different sections for those who care about the rough geography?

For instance, I plan on playing a Sarleon-themed county, while others have Dragon/Ravenstern emphasis.  It would be nice to have a county closer to Marleons than in the east or north area then.  Alternately I suppose we could just allow trading prior to beginning the game!
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Thu Jun 20, 2013 1:47 am

Sure, I see no problem with that. It'll likely be classified as "Western", "Frontier", "Southern".
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Wed Jun 26, 2013 1:54 am

Ok, I think combat is nailed down (got an excel spreadsheet which crunches then numbers, all we do is input the numbers. Simples!). 

Prestige is the next issue. I meant this to be something like a "Diplomatic Currency", which you would spend on buying Eastern Council titles and other diplomatic actions like marriages, raising extra levies, stuff like that. It would be raised primarily thought raiding (which will be your primary source of income and prestige) and other player interactions like marriages and alliances. 

At the moment though there are just not enough uses for either wealth or prestige other than raising troops. I don't really want to complicate the construction more (that is where we got badly bogged down on Aftermath), so I would rather they be about actions. Opportunistic players are probably going to have more prestige than defensive players, and it ought to have advantages reflecting that.

What types of things would you like to be able to do? What things would need some kind of game mechanic limitation, and what should be entirely free form? 

By this I mean we *could* give treaties a prestige cost, but i'd rather just let Players negotiate and enact them. Breaking them could enact a Prestige penalty though.

Or should Prestige just be a kind of score? It's negatively impacted by doing bad stuff and positively for doing good, and is spent on titles... but other than that, its just a figure to show how well each Noble is doing?

Really need some feedback on this, as I know it has the potential to tip this over the point of RPG to Strategy, and I am keen to avoid that...

EDIT : Prestige will also be used to hire new Captains. More Captains = more actions per turn. Could also be used to buy special mercenaries like Order units. It makes sense that high-level mercs will want something more than just cash.
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Re: Aftermath Reborn Rules Discussion

Post by Pravenstern on Wed Jun 26, 2013 5:57 am

Hmm, I would suggest giving something as poewrful as order troops a steep prestige cost in addition to gold. Perhaps a bonus to Order Members could be a reduce cost for fellow members? Just a thought.

Considering the suggested functions for prestige that need to be filled, I find it logical to use it as a score similiar to renown from M&B.

If you are worried about there not being much to buy introduce to players the Mystmountain Raiders. Casualties are sustained after all. There is also the possibility of using seasonal "taxes" imposed upon nobles by their higher-ups. This would motivate characters to amass gold so they can pay their tithes to the king or whoever. It would also open the possibility of tax-cuts to those with other duties. Not to mention sabotaging other characters to strain their relationship with their liege.
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Wed Jun 26, 2013 6:47 am

I know! Prestige can be spent on additional personal traits. So for instance you could spend 100 prestige on the "Raider" trait which grants +1 Command when raiding, or the ability to raid further afield than just neighbours with the "Logistics" trait. These could also be bought for Captains (with some main character exclusives). In this way we can encourage character development, perhaps with discounts if you have been playing a character in a certain way?

Nice idea with the taxation, this gives me a nice introductory topic for the first Eastern Council Wink
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Wed Jun 26, 2013 10:56 am

v1 of the rules are hereby done! That's your lot for the moment. I'll give a couple of days for comment and tweaking, then open this place up to more people - perhaps on Friday?
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Re: Aftermath Reborn Rules Discussion

Post by Pravenstern on Wed Jun 26, 2013 9:09 pm

Looks good to me. However, I would like to know what is the starting Command for each character and captain?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Wed Jun 26, 2013 10:51 pm

1 Command is the base for both Nobles and Captains. I'll make this clearer in the rules.
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Thu Jun 27, 2013 12:28 am

Query about raiding; should Fortifications be 50% effective against them, as raids would not be direct assaults on the defences. 

This is to encourage raiding, but still allow fortifications to work as a way of deterring attacks.
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Re: Aftermath Reborn Rules Discussion

Post by Shadow-Seeker on Thu Jun 27, 2013 1:22 am

I would say 60-75%

Even though the fortifications are not being directly assaulted, they should provide vantage points, greater development in terms of patrols and roads, more protection of the villages getting raided.

Thats just my take
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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Fri Jun 28, 2013 11:42 pm

What is the relationship between county base wealth and gold per turn?
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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Sat Jun 29, 2013 7:21 am

To rephrase, how is the gold per turn calculated? I saw in the raid rules something about wealthx5 is the income, but is that for normal income?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Sat Jun 29, 2013 7:34 am

Normal income is wealthx10, and is unaffected by raids.
Successful raid is 1-max wealth x5 (so a wealth 5 province could pay 5 to 25 gold for a successful raid).
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Re: Aftermath Reborn Rules Discussion

Post by Valdir on Sat Jun 29, 2013 11:00 pm

I'm sure I missed it somewhere, but is the starting hex appointed at random?

//also//

You haven't switched the 'show signatures' setting.
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Sat Jun 29, 2013 11:36 pm

Yes it will be done at random. I'll take a look at signatures.
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Sat Jun 29, 2013 11:38 pm

Under preferences you need to set "Always attach your signature" to yes.
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Re: Aftermath Reborn Rules Discussion

Post by Valdir on Sat Jun 29, 2013 11:44 pm

Mordred wrote:Under preferences you need to set "Always attach your signature" to yes.

That's standard though, isn't? At least that's the way it was went I checked it.
I remember something on AKD where it didn't show signatures until a moderater checked something.. could be wrong though.
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Sat Jun 29, 2013 11:55 pm

Found it! Should work now.

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Re: Aftermath Reborn Rules Discussion

Post by Valdir on Sat Jun 29, 2013 11:57 pm

Great!

Now, you don't start with Quirks..right?

edit:

Found it! THanks
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Sun Jun 30, 2013 12:02 am

Everyone, including Captains begin with Inexperienced Commander which grants the base Command 1. The only exception is the Created Title background who start with 2.

Thinking on it, it might be prudent to create a "Captain" section for the main character as they can (and should) be leading troops too;

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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Mon Jul 01, 2013 1:03 am

Is there a limit to construction or recruitment per turn, beyond the soft one of how much gold we have?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Mon Jul 01, 2013 1:14 am

I was undecided on this... but I would say no.

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Re: Aftermath Reborn Rules Discussion

Post by Tysha on Mon Jul 01, 2013 4:14 am

I suspect I know the answer to this, but I'll seek clarification anyway! Can we build multiple tiers up the same turn? For example, building a manor and estate in the same county in the same turn... assuming we have the right amount of gold.

Has there been any discussion on claiming additional counties? I imagine throughout most parts of the game we could handle it IC via the Eastern Council by 'recognizing' a claim and allowing the player to build in the new county. But what about at the start of the game when there will likely be several unoccupied counties?

Also: What will the starting gold and prestige be?
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Re: Aftermath Reborn Rules Discussion

Post by Mordred on Mon Jul 01, 2013 10:04 am

Tysha wrote:I suspect I know the answer to this, but I'll seek clarification anyway!  Can we build multiple tiers up the same turn?  For example, building a manor and estate in the same county in the same turn... assuming we have the right amount of gold.

No, just one tier, but as much of that tier as you want. Also unlimited troop recruitment (so long as you meet the requirements, obviously).

Tysha wrote:Has there been any discussion on claiming additional counties?  I imagine throughout most parts of the game we could handle it IC via the Eastern Council by 'recognizing' a claim and allowing the player to build in the new county.  But what about at the start of the game when there will likely be several unoccupied counties?

This is a subject I have been thinking hard on... I would like to leave them purely neutral for the time being (ie raid targets), perhaps with the possibility of constructing an "Outpost" later to allow for longer lines of offence.

They will be conquerable eventually, I just want to get the base mechanics sorted and balanced before this happens. Conquering land will likely increase power rather dramatically so I want to ensure it is done right. I would guess at a month or two enforced neutrality, then I will develop conquest, claims, occupation, etc.

Awarding territory via Eastern Council however should be fine.

Tysha wrote:Also: What will the starting gold and prestige be?

Want to see how many players / where they are located before I decide this. Almost certainly 0 prestige though! At a guess gold will be 1-2 turns worth of income... but as I said, I need to properly consider the implications (as the more we give, the less powerful the "Bought Title" background becomes).

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