House Rules.   Posted by DM.Group: 0
DM
 GM, 678 posts
Sat 3 Sep 2016
at 15:24
House Rules
The Stolen Lands is a complicated game. We have three adventuring parties, all working in different parts of the game are.  During the Kingdom turns, the adventuring groups all come together, they may be split into new RP groups – or we may have a number of different threads going on, all at the same time.   Then the adventuring groups are formed up again - and while they may stay pretty much the same, every-so-often characters move between groups.   Tracking time is a nightmare.

PCs in The Stolen Lands game become part of the Midmarch Chapter, a pseudo-military organisation that oversees the day-to-day running of Midmarch.  This can involve overseeing work parties, managing settlers, resolving minor disputes and enforcing the law. As Magistrates, PCs also have the authority to make decisions and deliver punishments.  PCs are kept busy – but they are repaid with food & lodging and the right to own land and businesses within the province – and they are given a leg up into society when they are awards BPs to start building their own personal holdings.
As Lord Henry’s most trusted advisors and confidants, the PCs are often ask to represent the province, explore new lands and deal with any monsters, brigands of other enemies of the state they might find.  Their rewards for this is the legal right to all the goods, chattels and treasures of defeated enemies.

Those are arduous duties that take up a lot of the PC’s time, and more of their time is taken up by running their own personal holdings – which doesn’t leave much time for traditional down-time activities.

The game is run in two phases.  An Adventuring Phase, where the PCs go off adventuring in the same way as always, and a Kingdom Phase where PCs get on with running their holdings, running the country, downtime activities – supplemented by an RP thread.  To keep life simple – 1 adventuring phase plus one Kingdom Phase equals 1 game year.

Experience Points.

Adventuring XP is calculated on the CR of the encounters you resolve.  The same amount goes to every character in the party no matter what role they play.  This help lower level characters in the party catch up with higher level characters and provides the basic XP for characters that I have to run as NPCs.  It probably makes up the largest part of the overall XP award.

Kingdom XP is based on a character’s involvement with the kingdom building rules.  It is based on the number of BP you control or influence – and covers business, strongholds, city income etc.  Because a character’s personal holdings should increase with levels, so will the Kingdom XP award, it is probably the second largest element of the overall XP award.

Story XP is a reward for the character’s engagement with the story line.  NPCed characters don’t get it, but every ‘played’ character will get some - but the amount will depend on their engagement with the story.  It lets me reward more active players.

Role Playing XP comes from the way you conduct the PC in game.  Anything that helps develop, or showcase, the character’s personality is eligible for an extra XP award.  It is always subjective, of course.

Down Time XP.  I will give characters a small amount of XP for engaging with the down time rules.  The primary rewards are the items you create and the money you earn -  but this recognises your involvement.  It is, by far, the least significant part of the overall XP award.

This message was last edited by the GM at 08:44, Mon 08 July.

DM
 GM, 679 posts
Sat 3 Sep 2016
at 15:27
Rest and Recuperation
HP Recovery: Eight hours of normal rest allows a character to recover 1 hp per character level. A disabled character that is not aided by another can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally (see the disabled condition for additional rules.)

Twenty-four (24) hours of complete rest allows a character to recover 2 hp per character level.

Long-term care: A character recovers hit points at twice the normal rate if attended to by a character who successfully uses the Heal skill to provide "long term care."

House Rule: A common house rule is to allow recovery of hit points from resting to also include the characters Constitution bonus. So, a character that has rested normally overnight would recover 1 hp per character level + his Con bonus.  (This house rule is in operation during the Stolen lands game)

Ability Damage: Eight hours of normal rest restores 1 point to each ability score that has been damaged. Twenty-four (24) hours of complete rest restores 2 points to each ability score that has been damaged.

Conditions: One hour spent in complete rest reduces the exhausted condition to the fatigued condition. Eight hours of complete rest eliminates the fatigued condition.

Magic: For classes that prepare arcane spells, rest is extremely important. If rest is interrupted, each interruption adds 1 hour to the total amount of time the character has to rest and the character must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Some spellcasting classes, particularly divine spellcasting classes such as clerics, druids, inquisitors (and others), do not need to rest to regain spells but instead regain spells at a set time each day regardless of rest.

http://www.d20pfsrd.com/magic/...paring-Wizard-Spells

http://www.d20pfsrd.com/magic/...paring-Divine-Spells

This message was last edited by the GM at 08:03, Sat 18 Nov 2017.

DM
 GM, 1314 posts
Mon 19 Jun 2017
at 12:36
Injury Status
Stolen from another game :)    I might remember it now :)

HP remainingStatus
100%Unwounded
75% to 99%Lightly Wounded
50% to 74%Moderately Wounded
25% to 49%Seriously Wounded
1 HP to 24%Grieviously Wounded
0 HPDisabled
-<CON-1> to -1 HPUnconscious & Dying
-<CON>Dead

This message was last updated by the GM at 07:58, Sun 17 Sept 2017.

DM
 GM, 1361 posts
Sun 9 Jul 2017
at 12:26
Different types of Character
There are a number of different types of Character  in the stolen lands game.  Some of them are controlled by players, others by the DM.


Player Controlled Characters

  • Player – are players’ Primary Characters – they are a 20 point build, have normal character classes and gain experience normally (although in this game everyone levels at the same time).  Players who last out to the end of the campaign will find their PC is among the most powerful Aristocrats and Nobles in the new land.
  • NPC e – while these guys are classified as NPCs they are run by players as part of their entourage.  They have a 10 point build and are restricted to Adept, Expert or Warrior as classes.  They are always associated with a specific Player  Character and gain a level every time their employer gains an Even Numbered level.  Because of the way they gain experience – they will never go above 10th level.  These guys might just creep into the lowest levels of the aristocracy, but will probably form the upper levels of the Middle Classes.
  • NPC p -  These guys are run by Players as independent NPCs.  They are not part of an entourage.  They might be retired PCs or specially written NPCs.


DM Controlled Characters

  • Henry – Henry is special.  He started out at a higher level than anyone else, and gains a new level when the original party get an even numbered level  (2,4,6 etc).  I expect Henry to become the highest ranking Noble in the playing area.  he is the DM's primary NPC.
  • NPC x – These guys started out as Player or Secondary Characters (or as a plot point) and then came under DM control.  They could have a 15 or 20 point build and some normal character classes.  If they are doing jobs that support or mimic adventuring -  they advance in PC classes.  In any other role, they gain NPCs classes  (Aristo, Adept, Expert or Warrior)  and normally level when the  original party gets an even numbered level  (2,4,6 etc).  A couple will develop a bit more quickly at low levels, as they have important structural roles to play, in game.  Towards the end of the campaign I expect most of these guys will finish up as junior members of the  Aristocracy.
  • NPC – a traditional NPC.  They might play a key role in the game, have a short term effect on the game, or just pop in and out of the game as required.

This message was last edited by the GM at 09:56, Sun 13 Jan.

DM
 GM, 1754 posts
Thu 26 Oct 2017
at 16:06
Thread Types
Thread types – trying to facilitate all RP for everyone, I am trying out a number of different thread types.

Normal Threads:  Through the game, you will go off adventuring – and you are stuck in a linear thread, where you are bound by combats,  post rates, and  the other people in your adventuring group.  And that is as it should be.  It could be fast or slow -  but …..

Location Threads: When you are not out adventuring you are hanging out around town, doing  your ‘Day Jobs’  - in this case you can hang out in the various Location: threads – but again you can only be in one location at a time.

Event Threads: Sometimes there might be a special Event: thread that runs outside of time.  You can be in an Event: threads, no matter where you are or what you are doing.  It is completely out of time -  But it is finite - once the event is over, the thread gets abandoned.

Fuzzy Threads:  There are some things that need to happen In Character, but in the background.  The politics and decisions involved for running a business or a settlement -  might need discussion between Characters in different groups.  You may post in this sort of thread where ever you are or whatever you are doing.  I intend to add a Sparring Pit and  Bar Fuzzy threads so you guys can socialise (IC) across groups while you  out adventuring.  Activities in these thread are assumed to have happened as and when the characters had time.

Personal Threads:  Personal Threads are  for couples or characters who have a specific in-game link.  They are intended to facilitate the pair or bond RP that helps establish the couple but that probably isn’t too relevant to everyone else.  It also represents those quiet times when a couple have a few moments to themselves.  Personal Threads are always Fuzzy.    NOTE:  This is a general Classification Game, and private threads must not contain mature or adult material.
DM
 GM, 2944 posts
 Mad, bad and slightly sad
Sat 6 Apr 2019
at 10:23
Crafting
  • Each Kingdom Turn will have 20 days free in which you can Craft or pursue Professional interests.   The rest of the time will be taken up running Businesses, Civic Duties, carrying out background tasks for Henry and undertaking the normal training and practices that all Characters have to find time for.
     1) Crafting weeks  will consist of 6 days - which mirrors the effect of most NPcs getting at least one day a week off.  This is the equivalent of 10 weeks across the year or one fifth of the working time available to a full-time craftsman.
     2) A modified version of the 'Accelerated Crafting' rule, will allow you to increase the crafting DC to (Skill Modifier + 10), so long as you use 'Take ten' to craft.
  • However, there will be restrictions on levels of and types of components available to you.
     1) Items for most mundane crafting will not be restricted.
     2) Ingredients for Alchemical Crafting will be restricted (but I haven't written the lists yet)
     3) Magic Crafters will be able to buy material Components worth 75% of the base value of Tusk.  This means that you will be able to create some of the best quality items available in the area.
  • You will be allowed to sell items to other PCs via an 'exchange' -  which will take a percentage of the sale price.
     1) You can buy/sell for GP, negotiate over price, and  'swap'  items.
     2) BPs might be included in the arrangements later - when we have concluded the Trade Thread.
     3) the exchange takes a 5% cut of the final sale price -  or the lowest book value if a swap is agreed (that means someone has to find the cash)
  • There will also be restrictions and benefits related to the elements of the kingdom Building rules.
     1) I  am thinking rthat landlords of rented properties will not permit crafting -  unless you pay a regular fee to rent and extra room.
     2) If you own an appropriate craft workshop (business) you get the benefits of proper tools/lab.  A MasterCraft Workshop gets the benefits of masterwork tools as well.  An Exotic Artisan gets an extra +2.
     3) A similar rule (when I work it out will apply to magic crafting)
  • There will be a thread (or maybe more than one) where you will be required to post (In Private Lines) the calculations that you have used in your Crafting / professional work.

This message was last edited by the GM at 12:12, Sun 07 July.