Alright - I’ve mentioned it 4 times now…time to put something worthwhile up here.
I’ve seen there’s a few entrenched opinions about how Birthright should be developed. With many great minds still poking around other places and off doing their own thing.
I’m writing this post to get some congruence going amongst the community.
There’s some friction with people & legimately we need to have at least two system of rules if birthright will survive our generation (collectively as gamers).
There is a trend to make the game very complicated and reasonable as it relates to people’s understanding of history. This trend makes sense from the position of established fans of birthright. This trend also fails completely in regards to gaining new players & crossover players.
The solution would be something similar to what they use in battletech (forgive me my lack of originality but I just spent over a year writing code to basically do a simplified version of birthright across an entire universe). Basically we acknowledge that Birthright needs to be simple to start, but eventually meet certain logical points for other players. Hopefully, this combined with other movements will prompt a boom in players.
To the outline…a vague system of rules open to change:
Level 1: Defined by being simple compared to birthright as we know it.
- No spells that do not use a set cost per target(province/unit/character/item/entity) or set a generic cost.
- Lay lines will be point A to point B (no varient rules on stringing or whatever)
- No multi constraints…the rule of max province level is used. Balance is almost not a concern as players are just exploring the game
- Contesting will be one time bid with defense of existing holdings getting second chance (new creations do not)
Level 2: Balance, basically tourney usage - for players that want to have fun, but are not satisfied by beginners level play
- I have a list of spells that do not make sense & will have to be adjusted for their duration, cost, # targets relative to other similar domain spells
- Armies varient rule will have to be standardized against the building speed rule & used as default
- repairs during sieges will not be allowed
- use of secret holdings possible
- source holdings will be limited in casts per turns, the same way province level limits musters per turn
Level 3: Enthusiast, ratified variant rules- Anything else that people like, a best of in house
- Population demographs
- Social constraint systems like reputation
- Normalized results to eliminate high/low oddities
- Defensive mindset, like sieges allowing checks to block level loss of fortifications
- Spells will be limited in # of targets by the holding levels, not by characters class levels
I left some of my notes at the ex’s house tonight - but wanted to throw this up before I start my next coding session…this would be a reclassification of existing rules and some tweaks. I could see myself finishing it off inside 2 months if it was the only thing I’m doing (not the case, besides it has to be something the community wants). I see this generically independant of edition. We can write it in scope of power scales or colors & then when next edition comes out just say, level 5 sorc spell is same as 2 psychic points or whatever they use as the next method of D&D.