| osprey424 |
| 1 person marked this as a favorite. |
Per Joker's request, here are a few responses to some of Tripp's observations:
Maximum Province Level
- The adjustment to maximum province levels for certain terrains (e.g., Desert and Tundra) has significant implications:
- Desert: Reduced from 3 to 1.
- Tundra: Reduced from 2 to 1.
- Impact varies by setting:
- Anuirean Game: Changes are not game-breaking.
- Vosgaard or Khinasi: These changes might feel restrictive.
- Positive aspects:
- Higher levels in certain terrains for dwarves and elves are appreciated.
- Bonuses for sea/riverside provinces add flavor and utility.
- Suggestion: Consider special rules for Goblin and Orog domains to reflect their unique conditions and environments.
I don't know why they lowered the desert and tundra max levels from 2e.
But if a DM feels any of these level maximums are not good, this is a very easy thing to change.Don't forget when evaluating that maximum levels go up by +1 for a major river border and +2 for coastal provinces.
Any race that has underground settlements I'm not really sure normal terrain rules should apply at all! Dwarves and orogs most notably - I think goblins are still at least partly surface-based in Cerilia.
There has been a lot of discussion in the forums in the past about underground province levels, but it really would require a whole second map with separate settlements with their own rules for max levels, probably based on the sophistication of their mining and subterranean building skills.
Create Province
- Notably absent from this ruleset.
- Critical for realms like Mieres, where creating new provinces is a strategic necessity.
- Suggestion: Reintroduce this action with appropriate mechanics.
It would be good to have rules for this action, it shouldn't be too hard. I don;t really agree that Mieres needs to create any new provinces to thrive (I had a player turn Mieres into the capital of an Adurian Empire without making new provinces until maybe much, much later in the game. Undead hordes roaming the vast Deismaar Wastes have a lot to do with why Mieres has the borders it does.)
Albiele and Caelcorwynn Isles are the best immediate candidates near Anuire for making new provinces, and possibly further west or south along the Adurian Coast.Urban Provinces
- Clarifications and considerations:
- Is there a way to create urban provinces?
- Possible mechanic: Use a Create Province action, limited to existing provinces of level 5 or higher.
- Reliance on trade routes feels arbitrary, especially with changes to trade route mechanics.
Urban provinces are really problematic. I think the idea that they are dependent on agrarian trade routes absolutely makes sense to me, but it gets to be a lot of rules just for this special case scenario.
I personally went a different route in my game and allowed certain kinds of Wondrous Structures to be built up and potentially raise province levels above their normal maximums. The main way was building a University Wondrous Structure with different kinds of Land Management (ex: Advanced Agriculture for open provinces), Urban Planning, and Industrial research and engineering specialties as it leveled up. Plus I ruled that any Wonder hitting the province's current maximum level could add +1 to that province's maximum level.
The easiest thing for a more vanilla game is to just not have any urban provinces besides the Imperial City of Anuire, and just let it be that one special case that nobody knows how to duplicate yet.
Law vs. Province Holdings
- The shift in power from realm rulers (province owners) to Law Regents has significant consequences:
- Realms with opposed or enemy Law Regents face increased difficulty.
- Rulers of realms with minimal Law holdings may struggle due to changes in the Rule action and realm actions.
- Suggestion: Rebalance to ensure province owners retain meaningful control over their territories.
Here I feel like the BRCS use of Law holdings replacing Land holdings in function both makes sense and is a big improvement over the 2e rules.
In 2e Law holdings had limited function: you got them to 1/2 the province level so you could max out your Province taxes, and used them to squeeze any guilds or temples you didn't like with seizures.
Meanwhile Landed regents had immense power without really having to do anything other than inherit land holdings and hang onto them. They could use the full province level to support or oppose any other regent doing almost anything in their province, and with higher level provinces this got extremely one-sided and unbalanced.
In the BRCS, Law holdings do exactly what you'd expect: Make the Rules!
I feel like thematically this is the right way to go, and it makes Law holdings more powerful - a needed boost for them (and for Fighter Regents in particular). They also can still do seizures if you want, in addition to their modest base income, and like all holdings at 1/2 or max levels (compared to the local province) can add a bonus to seasonal Attitude checks. All Law, Temple, and Guild holding regents can passively support or oppose a ruler and thus influence their seasonal attitude checks.
As for hostile Law holdings in your lands: They should be big problems! What was the point of them in 2e? How much could they really do in the old system? Not much, in my experience.
As a DM I have used the BRCS system for many years, and I totally prefer the way Law holdings are used there compared to the 2e original.
As for low starting Law holdings...this isn't at all an insurmountable problem for most regents. It just creates an early goal for how you should change your realm to strengthen your rule! Some realms are more challenging than others in this regard, and I think that is just fine. If everyone started with a perfectly strong realm, I think the domain game would just be more boring and less challenging.
Maximum Number of Regents (Table 5-3)
- Deviates from core rules, creating unintended consequences:
- A realm ruler may be disincentivized from raising a province...
In my experience, these limits were usually in line with the numbers you see in Ruins of Empire and didn't change the game too much from the 2e setting.
Finally, you can have any number of level 0 holdings in a province, and the utility of these is bigger than is at first apparent: regular intelligence is gained on the province, and the owner can spend RP to support or oppose many actions there.
And having a reason to not rule every province up higher is a great thing! Just ask any wizard. ;)