Mr.47
09-13-2015, 05:21 AM
Mostly untested as of now, I'm currently in the middle of making sure everyone has their character sheet sorted out as we start in about a week or two. This will be the fourth campaign I've played, the second I've GM'ed, the first ever in person. Here are the House rules I'm considering,
Stats: 3d6 in order, reroll 1's. +3 to SIZ instead of CON (A necessity I discovered when we tried pitting the characters against eachother. I've heard complaints of the tink tink boom, at each player doing 4d6 it was more like tink tink tink tink boom tink tink tink tink bigger boom). Average roll of 12 for each stat means 27HP and 5d6 damage. So far no one has rolled outside of the 60-70 range, so far so good. [EDIT] Players have two attribute points to spend. Damage Dice are always rounded up for PK's.
Weapon Skills: Untrained Weapon skills start at 1/3 DEX. The Weapon skill hard cap is equal to DEX+STR. [EDIT] Courtesy of Morien: Untrained Weapon skills start at DEX/2 + 3
Skill Points: Somewhat simplified, I've gotten rid of the four heightens in favor of just giving the players more skill points. Set 2 skills at 15, 5 at 10, spend 30 points among non-weapon skills, spend an additional number of points equal to your DEX in weapon skills.
Traits: Religious traits are treated as suggestions. Players pick one trait at 16, four at 13, and of course valorous begins at 15.
Passions: Inspired by Spoonist's thread, Critical success = Inspired +10 to one skill or trait of the players choice or +5 to all, Success = Motivated +5 to one skill or trait, Failure = No effect, Fumble = Blinded by passion -5 to all skills.
High Passions Fumble Reflexively: Passions over 20, in addition to having a higher chance to crit, also have a higher chance to fumble.
Passion 20 Crit 20 Fumble 1
Passion 21 Crit 19-20 Fumble 1-2
Passion 22 Crit 18-19-20 Fumble 1-2-3
This replaces the "Run screaming into the woods" Madness with a more subtle slip into insanity, driven by obsession. At skill 30 the character is completely batshit insane as he can only ever crit or fumble, past 30 the fumbles overtake the crits and at a score of 40 the passion is nothing but harmful.
Fumbles no longer lower the passion automatically. If a character with a fumbled passion succeeds at what they had set out to do, the passion automatically increases by one, their moment of obsessive psychosis appearing self-justified.
Economy: An ordinary Knight's upkeep is 8L rather than 6. This came about from an admittedly uninformed observation on my part that kept bugging me. If a knight with no family costs 4L to upkeep per year, then that would mean that a landed knights household of wife, children, siblings, and servants costs only 2L per year. This didn't seem right to me since it says in the Rulebook that a peasant family of 5 Consumes 1L per year. Since a landed knights household is considerably larger than a peasants, that would mean that a knights family doesn't eat or dress all that better than a serfs. To remedy this, I've bumped up the ordinary upkeep from 6 to 8, with the following breakdown:
2L: Knight's food, weapons, clothing, and armor.
2L: The Knight's Horses
1.5L: The lady of the Manor and two maidservants (non-noble, .25L each). Replaces steward in home manor (1.5L per year)
.5L: Squire
2L: Other Family, initially siblings, slowly replaced with children.
Fit into the grand scheme of things:
Before Surplus, a manor produces 100L/yr
80L support 80 families (5.5 people each, ~440 peasants per manor)
8L supports the knight's household
3L supports 4 footmen (.75 each, one for the lords garrison, 3 at the knight's disposal)
4L The Earls cut
4L The Church's cut
1L Supports the manor bailiff
In a normal year obviously the manor produces more than it needs, the knights share of the surplus coming to about 3d20 shillings, or 1d6x10 shillings if they have a larger estate to roll for. Breakdown of he maximum surplus in a given year:
The manor Produces 25L extra (hypothetical 3 20's in a row)
+3L to the knight
+1L to the Earl
+1L to the Church
+20L to the peasants (.25L per household, typically traded away to market towns)
Mean Surplus, what is assumed to be produced by all NPC manors:
+1.5L to the knight
+.5L to the Earl
+.5L to the Church
+10L to the Peasants (.125L per household, typically traded away to market towns)
A Burgess' household of six lives off of 1.5L per year, so each Libra of peasants surplus adds 4 people to the Urban population of the county.
Investments:
Short term, commodity based investments, buy low this year sell high next year kind of deal. The PK can attempt as many of these as he wishes/can afford.
Low Risk: .5L investment, dividend of 1d20 shillings the following winter phase.
Medium risk: 3L investment, dividend of 1d6+1L the following winter phase.
High Risk: 10L investment, dividend of 1d20+2L the following winter phase.
Long term, unspecified manor improvements. One per manor is allowed per year.
Small Project: 1L investment, +1d6-1s to Knight's income.
Medium Project: 4L Investment, +1d20s to Knight's income.
Large Project: 10L investment, +(1L+1d20s) to Knight's income.
Just to clarify, the profit from a manor improvement is rolled only once, and then added to the base 8L, rather than rolled yearly along with the surplus. This makes escheatment much easier.
Escheatment: Every extra 3L from manor improvements is split into 2 extra footmen (1.5L) and a little something extra for old uncle roderick (.5L) In the unlikely event that a player managed to get his manors income above 5L, the earl will obligate his heir to supply an additional knight (4L) to the Servitum Debitum, after that, every 3L is treated as above.
Effect of Raids:
Village Raided: No Surplus for You!
Village Plundered: No Surplus, -1 income this year, levy decimated (1/10th are either murdered for defending their homes or flee never to return)
Village Pillaged: No Surplus, -2 Income this year, -1 income next year, value of manor improvements halved, levy decimated twice-over.
If the PK's are raiding:
3d6+2L for each level of raid, for total loot.
Obviously the players decide what they feel is a fair division of plunder, but the customary amounts are as follows: 1/2 divided among Knights, of what is left 1/2 divided among squires, other lineage men and hired soldiers, the rest divided among peasants and other participants. If none are present, their share is split between the Knights and Soldiers. This is unlikely however as every Libra looted requires at least two pairs of hands (non-knightly hands) or one packhorse to take home. (meaning the most 5PK knights with no assisting footmen or peasants can loot is 5L, or 1 a piece)
Manor Defense and Footman Value:
I've heard tell of something called Knight Value for calculating battles, here it's footman value for calculating manor defense.
Knight: 5FV
Sargeant: 3FV
Armored Footman: 2FV
Footman: 1FV
Bandit: 1/2 FV
Levy: 1/4 FV
With an Average of 50 Levy, A Knight at home with their full retinue of 3 footman, the Manor can defend against an FV of 20, thus to successfully raid that village, a FV of 21 or greater is required. A manor with no knight present and two footmen off at war (the normal circumstances for raiding in wartime) requires a FV of 14 or greater to subdue, which a hostile knight can easily accomplish with a raiding party of himself (5FV) two footmen (2FV) and 30 peasants (7.5FV).
Something that I've seen suggested and I quite like the idea of is optional militias. Up to half the manors 'levy', or able bodied adult male population to put it more accurately, can be equipped and trained as irregular footmen at a cost of .2L each (5 for 1L) that take up the spear to defend their homes in the event of an attack, contributing 1FV each to the manors defense. They will also count towards a castles garrison, provided the castle is on-site and the peasants have sufficient warning. Of course there are downsides to having these men, for one they're still serfs and therefore are under no obligation to leave the manor unless evicted. To take them on an offensive campaign means paying them a salary, .1L per month for up to 9 months (no fighting in winter) for a total of 1L/yr which means maintaining them year round makes them considerably less cost effective than a normal footman. Also unlike a normal salaried footman, the irregulars have no real vested interest in the knights well-being, nor do they make any effort at enforcing civil order, beyond making sure no one burns down the village. If you ever have the misfortune of a peasant rebellion, expect the militia to remain neutral at best, and on the rebel side at worst. Of course irregular footmen are what makes the saxons such a difficult foe, each of their equivalent manors fielding a militia of ~20 or so, all of which are brought to war.
^^Although, honestly the more I write about it the less certain I am of this system.
Second and Subsequent Manors: The PK must supply a household knight as usual, and I'm ruling that a steward is required for every manor. Also, as a household knight lives with his lieges household (having him live at and defend the manor without landing him with said manor feels a bit like cheating), two additional footman are required to keep order in the absence of a knight. So out of 8L, 4L goes to the upkeep of a household knight, 1.5L pays for a steward, and 1.5L pays the two extra footmen, leaving a profit of 1L to the lord of the manor, in addition to the 1.5L mean surplus.
I'm pretty much ignoring stewardship as a skill. If the story calls for a year of bad weather, there's a year of bad weather, the village gets raided, the village get's raided.
Only a few of these house rules have been tested as of yet, I' love to hear peoples input before the campaign get's going.
EDIT: I forgot all about Appearence rolls. Here are my houserules regarding those, from my post in the "Nerfing SIZ" thread here: http://nocturnal-media.com/forum/index.php?topic=2650.30
Rename 'Appearance' to 'Appeal' and make it an important component of social interaction or more importantly romantic interaction, modified by relative glory and the expense of one's outfit, rather than those things affecting the courtly skills directly.
For example,
Fumble: The other party has taken an irrational dislike of you at first sight, -5 to future social rolls with them.
Failure: No Affect.
Success: The other party finds you/your company appealing, +3 to social rolls.
Critical: The other party is enamored with you, +6 to social/courtly skills with them.
How often you make players roll APP is up entirely to how much bookkeeping you plan on doing just so long as you adhere to the following principle:
Sir Loderich the Mighty may be able to cleave a man in twain without looking, but it's Sir Laingrin the Fair who ends up with the three manor heiress and the weekly card games with Earl Roderick.
Of Course in the case of Sir Roderick and other heterosexual men, I would reduce the bonuses to +1 on a success (merely likes the cut of your jib), and +3 on a crit (enjoys your company, finds you appealing in a platonic way.) And of course there are some ladies who, for reasons left ambiguous by the romances of the day, will never be very receptive to a man's advances, while conversely the players may notice a few male NPC's who are more friendly/acquiescent to the more attractive members of the group.
I imagine being the arbiter of which Arthurian characters are gay will be a fun bit of GM'ing. I've personally had my suspicions about Prince Madoc.
Player: But doesn't Madoc have a bastard son?
Madoc(GM): *appears out of nowhere* Oh I've had plenty of bastard sons. I had Lindsey's just the other night *winks suggestively, a disembodied 'bad-um tss' is heard on the wind*
I kid, I kid.
But wouldn't it be an interesting spin if Arthur was not enraged by Gueniveres unfaithfulness with Lancelot, but with Lancelot's unfaithfulness with Guinevere? Arthur and Guinivere never had children after all, despite being very close. There may be a very mundane explenation behind it is all i'm saying. Even Arthur's bastards could be easily explained away. All Merlin would have to do is find a couple of bastards born around the right time and ask them 'hey, how'd you like to be a prince?', then with the right coaching, they appear at court in Camelot and unload their rehearsed spiel, to which Arthur replies something along the lines of "Uhh..yes..it's all coming back to me now, I did lay with your mother, I... uhh remember it disctinctly! Haha, welcome home son."
Just a thought, I might or might not use it.
Stats: 3d6 in order, reroll 1's. +3 to SIZ instead of CON (A necessity I discovered when we tried pitting the characters against eachother. I've heard complaints of the tink tink boom, at each player doing 4d6 it was more like tink tink tink tink boom tink tink tink tink bigger boom). Average roll of 12 for each stat means 27HP and 5d6 damage. So far no one has rolled outside of the 60-70 range, so far so good. [EDIT] Players have two attribute points to spend. Damage Dice are always rounded up for PK's.
Weapon Skills: Untrained Weapon skills start at 1/3 DEX. The Weapon skill hard cap is equal to DEX+STR. [EDIT] Courtesy of Morien: Untrained Weapon skills start at DEX/2 + 3
Skill Points: Somewhat simplified, I've gotten rid of the four heightens in favor of just giving the players more skill points. Set 2 skills at 15, 5 at 10, spend 30 points among non-weapon skills, spend an additional number of points equal to your DEX in weapon skills.
Traits: Religious traits are treated as suggestions. Players pick one trait at 16, four at 13, and of course valorous begins at 15.
Passions: Inspired by Spoonist's thread, Critical success = Inspired +10 to one skill or trait of the players choice or +5 to all, Success = Motivated +5 to one skill or trait, Failure = No effect, Fumble = Blinded by passion -5 to all skills.
High Passions Fumble Reflexively: Passions over 20, in addition to having a higher chance to crit, also have a higher chance to fumble.
Passion 20 Crit 20 Fumble 1
Passion 21 Crit 19-20 Fumble 1-2
Passion 22 Crit 18-19-20 Fumble 1-2-3
This replaces the "Run screaming into the woods" Madness with a more subtle slip into insanity, driven by obsession. At skill 30 the character is completely batshit insane as he can only ever crit or fumble, past 30 the fumbles overtake the crits and at a score of 40 the passion is nothing but harmful.
Fumbles no longer lower the passion automatically. If a character with a fumbled passion succeeds at what they had set out to do, the passion automatically increases by one, their moment of obsessive psychosis appearing self-justified.
Economy: An ordinary Knight's upkeep is 8L rather than 6. This came about from an admittedly uninformed observation on my part that kept bugging me. If a knight with no family costs 4L to upkeep per year, then that would mean that a landed knights household of wife, children, siblings, and servants costs only 2L per year. This didn't seem right to me since it says in the Rulebook that a peasant family of 5 Consumes 1L per year. Since a landed knights household is considerably larger than a peasants, that would mean that a knights family doesn't eat or dress all that better than a serfs. To remedy this, I've bumped up the ordinary upkeep from 6 to 8, with the following breakdown:
2L: Knight's food, weapons, clothing, and armor.
2L: The Knight's Horses
1.5L: The lady of the Manor and two maidservants (non-noble, .25L each). Replaces steward in home manor (1.5L per year)
.5L: Squire
2L: Other Family, initially siblings, slowly replaced with children.
Fit into the grand scheme of things:
Before Surplus, a manor produces 100L/yr
80L support 80 families (5.5 people each, ~440 peasants per manor)
8L supports the knight's household
3L supports 4 footmen (.75 each, one for the lords garrison, 3 at the knight's disposal)
4L The Earls cut
4L The Church's cut
1L Supports the manor bailiff
In a normal year obviously the manor produces more than it needs, the knights share of the surplus coming to about 3d20 shillings, or 1d6x10 shillings if they have a larger estate to roll for. Breakdown of he maximum surplus in a given year:
The manor Produces 25L extra (hypothetical 3 20's in a row)
+3L to the knight
+1L to the Earl
+1L to the Church
+20L to the peasants (.25L per household, typically traded away to market towns)
Mean Surplus, what is assumed to be produced by all NPC manors:
+1.5L to the knight
+.5L to the Earl
+.5L to the Church
+10L to the Peasants (.125L per household, typically traded away to market towns)
A Burgess' household of six lives off of 1.5L per year, so each Libra of peasants surplus adds 4 people to the Urban population of the county.
Investments:
Short term, commodity based investments, buy low this year sell high next year kind of deal. The PK can attempt as many of these as he wishes/can afford.
Low Risk: .5L investment, dividend of 1d20 shillings the following winter phase.
Medium risk: 3L investment, dividend of 1d6+1L the following winter phase.
High Risk: 10L investment, dividend of 1d20+2L the following winter phase.
Long term, unspecified manor improvements. One per manor is allowed per year.
Small Project: 1L investment, +1d6-1s to Knight's income.
Medium Project: 4L Investment, +1d20s to Knight's income.
Large Project: 10L investment, +(1L+1d20s) to Knight's income.
Just to clarify, the profit from a manor improvement is rolled only once, and then added to the base 8L, rather than rolled yearly along with the surplus. This makes escheatment much easier.
Escheatment: Every extra 3L from manor improvements is split into 2 extra footmen (1.5L) and a little something extra for old uncle roderick (.5L) In the unlikely event that a player managed to get his manors income above 5L, the earl will obligate his heir to supply an additional knight (4L) to the Servitum Debitum, after that, every 3L is treated as above.
Effect of Raids:
Village Raided: No Surplus for You!
Village Plundered: No Surplus, -1 income this year, levy decimated (1/10th are either murdered for defending their homes or flee never to return)
Village Pillaged: No Surplus, -2 Income this year, -1 income next year, value of manor improvements halved, levy decimated twice-over.
If the PK's are raiding:
3d6+2L for each level of raid, for total loot.
Obviously the players decide what they feel is a fair division of plunder, but the customary amounts are as follows: 1/2 divided among Knights, of what is left 1/2 divided among squires, other lineage men and hired soldiers, the rest divided among peasants and other participants. If none are present, their share is split between the Knights and Soldiers. This is unlikely however as every Libra looted requires at least two pairs of hands (non-knightly hands) or one packhorse to take home. (meaning the most 5PK knights with no assisting footmen or peasants can loot is 5L, or 1 a piece)
Manor Defense and Footman Value:
I've heard tell of something called Knight Value for calculating battles, here it's footman value for calculating manor defense.
Knight: 5FV
Sargeant: 3FV
Armored Footman: 2FV
Footman: 1FV
Bandit: 1/2 FV
Levy: 1/4 FV
With an Average of 50 Levy, A Knight at home with their full retinue of 3 footman, the Manor can defend against an FV of 20, thus to successfully raid that village, a FV of 21 or greater is required. A manor with no knight present and two footmen off at war (the normal circumstances for raiding in wartime) requires a FV of 14 or greater to subdue, which a hostile knight can easily accomplish with a raiding party of himself (5FV) two footmen (2FV) and 30 peasants (7.5FV).
Something that I've seen suggested and I quite like the idea of is optional militias. Up to half the manors 'levy', or able bodied adult male population to put it more accurately, can be equipped and trained as irregular footmen at a cost of .2L each (5 for 1L) that take up the spear to defend their homes in the event of an attack, contributing 1FV each to the manors defense. They will also count towards a castles garrison, provided the castle is on-site and the peasants have sufficient warning. Of course there are downsides to having these men, for one they're still serfs and therefore are under no obligation to leave the manor unless evicted. To take them on an offensive campaign means paying them a salary, .1L per month for up to 9 months (no fighting in winter) for a total of 1L/yr which means maintaining them year round makes them considerably less cost effective than a normal footman. Also unlike a normal salaried footman, the irregulars have no real vested interest in the knights well-being, nor do they make any effort at enforcing civil order, beyond making sure no one burns down the village. If you ever have the misfortune of a peasant rebellion, expect the militia to remain neutral at best, and on the rebel side at worst. Of course irregular footmen are what makes the saxons such a difficult foe, each of their equivalent manors fielding a militia of ~20 or so, all of which are brought to war.
^^Although, honestly the more I write about it the less certain I am of this system.
Second and Subsequent Manors: The PK must supply a household knight as usual, and I'm ruling that a steward is required for every manor. Also, as a household knight lives with his lieges household (having him live at and defend the manor without landing him with said manor feels a bit like cheating), two additional footman are required to keep order in the absence of a knight. So out of 8L, 4L goes to the upkeep of a household knight, 1.5L pays for a steward, and 1.5L pays the two extra footmen, leaving a profit of 1L to the lord of the manor, in addition to the 1.5L mean surplus.
I'm pretty much ignoring stewardship as a skill. If the story calls for a year of bad weather, there's a year of bad weather, the village gets raided, the village get's raided.
Only a few of these house rules have been tested as of yet, I' love to hear peoples input before the campaign get's going.
EDIT: I forgot all about Appearence rolls. Here are my houserules regarding those, from my post in the "Nerfing SIZ" thread here: http://nocturnal-media.com/forum/index.php?topic=2650.30
Rename 'Appearance' to 'Appeal' and make it an important component of social interaction or more importantly romantic interaction, modified by relative glory and the expense of one's outfit, rather than those things affecting the courtly skills directly.
For example,
Fumble: The other party has taken an irrational dislike of you at first sight, -5 to future social rolls with them.
Failure: No Affect.
Success: The other party finds you/your company appealing, +3 to social rolls.
Critical: The other party is enamored with you, +6 to social/courtly skills with them.
How often you make players roll APP is up entirely to how much bookkeeping you plan on doing just so long as you adhere to the following principle:
Sir Loderich the Mighty may be able to cleave a man in twain without looking, but it's Sir Laingrin the Fair who ends up with the three manor heiress and the weekly card games with Earl Roderick.
Of Course in the case of Sir Roderick and other heterosexual men, I would reduce the bonuses to +1 on a success (merely likes the cut of your jib), and +3 on a crit (enjoys your company, finds you appealing in a platonic way.) And of course there are some ladies who, for reasons left ambiguous by the romances of the day, will never be very receptive to a man's advances, while conversely the players may notice a few male NPC's who are more friendly/acquiescent to the more attractive members of the group.
I imagine being the arbiter of which Arthurian characters are gay will be a fun bit of GM'ing. I've personally had my suspicions about Prince Madoc.
Player: But doesn't Madoc have a bastard son?
Madoc(GM): *appears out of nowhere* Oh I've had plenty of bastard sons. I had Lindsey's just the other night *winks suggestively, a disembodied 'bad-um tss' is heard on the wind*
I kid, I kid.
But wouldn't it be an interesting spin if Arthur was not enraged by Gueniveres unfaithfulness with Lancelot, but with Lancelot's unfaithfulness with Guinevere? Arthur and Guinivere never had children after all, despite being very close. There may be a very mundane explenation behind it is all i'm saying. Even Arthur's bastards could be easily explained away. All Merlin would have to do is find a couple of bastards born around the right time and ask them 'hey, how'd you like to be a prince?', then with the right coaching, they appear at court in Camelot and unload their rehearsed spiel, to which Arthur replies something along the lines of "Uhh..yes..it's all coming back to me now, I did lay with your mother, I... uhh remember it disctinctly! Haha, welcome home son."
Just a thought, I might or might not use it.