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- This is a copy of the Dynasties MERP mechanics as of the 17th of June 2014, 5:20PM Pacific Time
- SECTION> TEMPLATE
- 1) Characters are divided up into families. To make the identification simpler, a family tree is made.
- This includes the parents, children, and siblings of the family.
- 2) A character plate is evented so that when clicked, it shows their name, title, parents, race, and religion.
- The character then is linked up to their direct family.
- 3) The links are as follows.
- White is for spouses. Black is for children. Yellow is for siblings.
- The character plate is colored according to their state.
- Red means they are an infant, orange means they are a child, yellow means they are a teen.
- 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.
- 4) Every hour, a character ages.
- Anyone is able to marry when they are a teen.
- SECTION> WARFARE
- 1) War is a well known thing, and Dynasties attempts to properly model it.
- It incorporates training, equipment, formations, and morale.
- 2) As with all MERPs, Dynasties uses dice.
- A 20-sided dice is used, and the tables are below.
- 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.
- 3) Equipment affects the roll.
- Light armor keeps movement speed the same, and provides a -1 to enemy attack rolls on that unit.
- Heavy armor provides -3 to enemy rolls, but makes movement -2 each turn.
- Light shields give -1 to enemies with a bow or a long weapon, but are vulnerable to fire arrows.
- Heavy shields give -2 to swords, arrows, and long weapons, and cut the movement down by -2 stud per turn.
- Medium armor provides -2 to enemy rolls, but makes movement -1 tiles each turn.
- 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.
- 4) Training is an important part of any army, and can be the deciding factor of victory or defeat in a battle.
- Peasants and untrained soldiers get a -2 to ANY roll.
- Lightly trained and drilled soldiers get no modifier.
- Trained soldiers get a +1 to rolls, but require a military barracks and time to be trained.
- Elite soldiers get a +2 to rolls, but require a military academy and a lot of time.
- Legendary soldiers get a +3 for rolls, but can only be gotten from distinguishment in battle.
- 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.
- 5) Morale is how your soldiers feel about the entire concept of the war.
- An army starts with 50 morale.
- Victories give +5 morale, while defeats give -5.
- If the army lacks a leader, victories give +3 morale and defeats give -10 morale.
- 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.
- For every victory or defeat done while under 45 morale, the desertion is rolled.
- And for every roll done while demoralized during a battle, it gets a -2
- The general of an army can attempt to bolster his armies morale. To do this, the player would roll a 10 sided dice.
- 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.
- 10 makes the army brought up to the 50 if they are below 45 and adds 25 if they are over 45.
- 6) Formations can only be done if the army has a general.
- Formations provide bonuses and flaws, and require specific units.
- 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.
- 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.
- 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
- A wedge is only doable by cavalry, but gets a +1 for charges and -1 for other attacks.
- 7) After an enemy does an attack, the defender gets to roll for a counter.
- This is calculated by the defender rolling a 20 sided die.
- If the player gets lower than what the enemy got, they failed to counterattack.
- Exactly what they got nullifies the attack.
- More than what they got deals light damage regardless of how much more.
- SECTION> LEADER
- 1) Leader does not necessarily imply a military general.
- It can be a counciller, a trade master, or even a bishop.
- 2) Councillers moderate the ruler's power, and are not necessarily required.
- If the player is a republic or a constitutional monarchy, they require a council.
- Councils can have an adverse affect on what happens in a nation, such as whether they go to war or not.
- To properly simulate a council, dice is weighted as to how the council feels about the situation brought to them.
- For example, if the council feels threatened by a nation, they will be more likely to declare war.
- 3) Trade masters allow for the player to better manage their trade network.
- This in turn allows them to become a renowned trading power, like Venice or Genoa.
- Trade is extremely beneficial especially for resources that the nation doesn't have access to otherwise.
- Without a trade master, the player is only allowed to trade simple things, like wood or stone.
- Players can only trade a certain distance from their ports.
- To counter this, a trade master can construct trade centers in foreign lands or cities.
- SECTION> FAMILY
- 1) Unlike typical MERPs, Dynasties includes a whole mechanism for families.
- 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.
- The characters can marry other characters, and the family is used for inheritance of the nation.
- 2) Every character that is in use in the MERP is put into a family.
- The family includes parents, children, siblings, and spouses.
- For example, if someone from one family marries into another family, they are apart of eachothers family.
- 3) For marriage, the player can choose to either marry a player character or a noble they find in their land.
- While a noble would not yield an alliance, it wouldn't require that the player finds another nation with an eligible spouse.
- Alliances are formed in this way. Typically at this time, kings married off their daughters to form alliances with other kingdoms.
- 4) Marriage can yield legitimate children that can inherit the title of their parent.
- 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.
- 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.
- If the player gets 126-200, the child dies.
- If the child survives, the player then rolls a 2 sided die to determine the gender. 1 is male and 2 is female.
- 5) To help curb the amount of times a player tries for a child, there are inheritence crises.
- If the player has more than two sons when they die, a 100 sided die is rolled.
- 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.
- 6) As a conclusion, every character is apart of a religion and every character has a different skill as a general or advisor.
- These are in another guide, but make sure to have fun and tell PieIsLife what you like or dislike about the server.
- SECTION> RELIGION
- 1) As stated in the "Families" section, every character has a religion.
- These religions affect how the game plays out for the character and the population's opinion towards them.
- If the player isn't the same religion as a city he conquers, they are likely to rebel and try to become independent.
- 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).
- 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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