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Jun 17th, 2014
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  1. This is a copy of the Dynasties MERP mechanics as of the 17th of June 2014, 5:20PM Pacific Time
  2.  
  3. SECTION> TEMPLATE
  4. 1) Characters are divided up into families. To make the identification simpler, a family tree is made.
  5. This includes the parents, children, and siblings of the family.
  6. 2) A character plate is evented so that when clicked, it shows their name, title, parents, race, and religion.
  7. The character then is linked up to their direct family.
  8. 3) The links are as follows.
  9. White is for spouses. Black is for children. Yellow is for siblings.
  10. The character plate is colored according to their state.
  11. Red means they are an infant, orange means they are a child, yellow means they are a teen.
  12. Green means they are a young adult, cyan means they are an adult, dark blue means that they are elder, and black means they are dead.
  13. 4) Every hour, a character ages.
  14. Anyone is able to marry when they are a teen.
  15. SECTION> WARFARE
  16. 1) War is a well known thing, and Dynasties attempts to properly model it.
  17. It incorporates training, equipment, formations, and morale.
  18. 2) As with all MERPs, Dynasties uses dice.
  19. A 20-sided dice is used, and the tables are below.
  20. 1-6 is a failure, 7-9 is light damage, 10-15 is medium damage, 16-18 is high damage, 19-20 is severe damage.
  21. 3) Equipment affects the roll.
  22. Light armor keeps movement speed the same, and provides a -1 to enemy attack rolls on that unit.
  23. Heavy armor provides -3 to enemy rolls, but makes movement -2 each turn.
  24. Light shields give -1 to enemies with a bow or a long weapon, but are vulnerable to fire arrows.
  25. Heavy shields give -2 to swords, arrows, and long weapons, and cut the movement down by -2 stud per turn.
  26. Medium armor provides -2 to enemy rolls, but makes movement -1 tiles each turn.
  27. If using fire arrows and after a successful hit, the player rolls a 2 sided dice for spread. 1 means it didn't spread and 2 means it did.
  28. 4) Training is an important part of any army, and can be the deciding factor of victory or defeat in a battle.
  29. Peasants and untrained soldiers get a -2 to ANY roll.
  30. Lightly trained and drilled soldiers get no modifier.
  31. Trained soldiers get a +1 to rolls, but require a military barracks and time to be trained.
  32. Elite soldiers get a +2 to rolls, but require a military academy and a lot of time.
  33. Legendary soldiers get a +3 for rolls, but can only be gotten from distinguishment in battle.
  34. Soldiers trained to use armor better half the movement penalty, but cannot be trained in something else. They require a barracks and time for training.
  35. 5) Morale is how your soldiers feel about the entire concept of the war.
  36. An army starts with 50 morale.
  37. Victories give +5 morale, while defeats give -5.
  38. If the army lacks a leader, victories give +3 morale and defeats give -10 morale.
  39. When the morale drops below 45, a die is rolled to see how many desert. The dice is proportionate to 1/4th of the army's size.
  40. For every victory or defeat done while under 45 morale, the desertion is rolled.
  41. And for every roll done while demoralized during a battle, it gets a -2
  42. The general of an army can attempt to bolster his armies morale. To do this, the player would roll a 10 sided dice.
  43. 1-3 makes the army more demoralized by a roll of 25 and the number is how much is subtracted. 4-6 gives the army morale by a roll of 10, 7-9 gives the army morale by a roll of 25.
  44. 10 makes the army brought up to the 50 if they are below 45 and adds 25 if they are over 45.
  45. 6) Formations can only be done if the army has a general.
  46. Formations provide bonuses and flaws, and require specific units.
  47. Shield wall is the first of the formations. It requires that the front row has shields, and provides an additional +1 to defense, but halves movement.
  48. Phalanx is the second. It requires pikemen to make a wall out of their pikes. It gives a +2 against cavalry charges, but has a -1 against swords and arrows. Phalanxes have halved speed.
  49. A Boars Head is used to break a shield wall formation. It has swordsmen form the equivalent of a wedge, that charge into the wall. +2 against Shield Wall, but gets -1 to counter attacks
  50. A wedge is only doable by cavalry, but gets a +1 for charges and -1 for other attacks.
  51. 7) After an enemy does an attack, the defender gets to roll for a counter.
  52. This is calculated by the defender rolling a 20 sided die.
  53. If the player gets lower than what the enemy got, they failed to counterattack.
  54. Exactly what they got nullifies the attack.
  55. More than what they got deals light damage regardless of how much more.
  56. SECTION> LEADER
  57. 1) Leader does not necessarily imply a military general.
  58. It can be a counciller, a trade master, or even a bishop.
  59. 2) Councillers moderate the ruler's power, and are not necessarily required.
  60. If the player is a republic or a constitutional monarchy, they require a council.
  61. Councils can have an adverse affect on what happens in a nation, such as whether they go to war or not.
  62. To properly simulate a council, dice is weighted as to how the council feels about the situation brought to them.
  63. For example, if the council feels threatened by a nation, they will be more likely to declare war.
  64. 3) Trade masters allow for the player to better manage their trade network.
  65. This in turn allows them to become a renowned trading power, like Venice or Genoa.
  66. Trade is extremely beneficial especially for resources that the nation doesn't have access to otherwise.
  67. Without a trade master, the player is only allowed to trade simple things, like wood or stone.
  68. Players can only trade a certain distance from their ports.
  69. To counter this, a trade master can construct trade centers in foreign lands or cities.
  70. SECTION> FAMILY
  71. 1) Unlike typical MERPs, Dynasties includes a whole mechanism for families.
  72. These work in the sense that the player has a character, and there are characters who aren't controlled directly by the player but are still influenced by them.
  73. The characters can marry other characters, and the family is used for inheritance of the nation.
  74. 2) Every character that is in use in the MERP is put into a family.
  75. The family includes parents, children, siblings, and spouses.
  76. For example, if someone from one family marries into another family, they are apart of eachothers family.
  77. 3) For marriage, the player can choose to either marry a player character or a noble they find in their land.
  78. While a noble would not yield an alliance, it wouldn't require that the player finds another nation with an eligible spouse.
  79. Alliances are formed in this way. Typically at this time, kings married off their daughters to form alliances with other kingdoms.
  80. 4) Marriage can yield legitimate children that can inherit the title of their parent.
  81. First, the player would roll a 10 sided dice to determine whether or not the child was concepted. 1-5 means it failed, 6-10 means it suceeded.
  82. After the child is concepted, the player rolls a 1000 sided dice. If the player gets 1-50, the child and mother both die. If the player gets 51-125, the mother dies.
  83. If the player gets 126-200, the child dies.
  84. If the child survives, the player then rolls a 2 sided die to determine the gender. 1 is male and 2 is female.
  85. 5) To help curb the amount of times a player tries for a child, there are inheritence crises.
  86. If the player has more than two sons when they die, a 100 sided die is rolled.
  87. If the player gets anything from 1-20, a succession war erupts. Any other roll does nothing, but another player who is related to the second child can aid in the war.
  88. 6) As a conclusion, every character is apart of a religion and every character has a different skill as a general or advisor.
  89. These are in another guide, but make sure to have fun and tell PieIsLife what you like or dislike about the server.
  90. SECTION> RELIGION
  91. 1) As stated in the "Families" section, every character has a religion.
  92. These religions affect how the game plays out for the character and the population's opinion towards them.
  93. If the player isn't the same religion as a city he conquers, they are likely to rebel and try to become independent.
  94.  
  95.  
  96. This is the longest section in the Dynasties MERP mechanics guide. I don't want to completely copy it down (but I might do so later).
  97. I'd advise you read the religion sections individually and come to a decision on what religion your nation should have.
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