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Post by "Old Al" Alphonse on Jul 19, 2020 17:38:53 GMT
I'm only used to the original Birthright, and Ruins of Empire combined with the changes for BW maks it a bit confusing for me. Law, temples and such each have their own advantage. But with money and trade being further abstracted to Artha and Resources, it's a bit unclear what the advantages to Guilds and Trades would be, or how they would even work, beyond generating their rating in Artha.
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Post by Lidhuin on Jul 19, 2020 22:34:34 GMT
Presently, law (courts) has lost its advantage in terms of prosperity and setting taxes. Similarly, manors have presently also lost their levy advantages, and temples (orders and sanctums) and sources (covens and nodes) are not crucial for spellcasting.
So guilds and trade have also lost their inherent advantage.
That could change, but holding relevant traits are the most likely at the moment, because the implementation of holdings exactly as they were in RoE won't work with abstraction.
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Post by "Old Al" Alphonse on Jul 19, 2020 22:43:10 GMT
Thanks for clearing that up. If manors no longer matters for Prosperity and taxes then how are they calculated or set? And how are the "cash" and "Funds" calculated? From the seasonal upkeep thread: Resource(-Tax) + Stability + Total Holdings + Help + ForKs + Cash + Funds + Artha And an additional question about BW: If a character has multiple skills like Manage Estate, Haggling, Accounting, do they all count as Forks? Or can you benefit from one or two maximum per roll.
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Post by Lidhuin on Jul 20, 2020 3:36:38 GMT
Tax is from Burning Wheel and basically represents when you fail a resources roll. It "taxes" your skill, which reduces it until you can restore it via work or by other means. It doesn't refer to the tax detailed by RoE, which is an element I am trying to avoid. When it comes to seasonal maintenance for holdings, you will be taxed on the margin of failure (i.e. if you needed to roll against an ob 6 and you only got 3 successes, you would get a tax of "3" - reducing your Resources skill by up to 3D down to 0, and if it hits 0, your Resources Skill would be reduced permanently by 1 - but you're likely to roll Resources pretty often, so I don't anticipate that being a problem. Also, this is where Artha would come in especially handy). Tax for dwarves and elves is a bit more restrictive when it comes to "magical" holdings (Covens and Nodes) and they would be wise to make sure to counteract it. "Resources", "Cash" and "Funds" are three separate concepts in Burning Wheel. Resources is an exponent your character begins with depending on character burning, and will advance accordingly. Cash is one (or more) one-time use resource die(s) that may be used on a resources roll. Funds are the equivalent of putting your Resources skill to work and generating you more cash, allowing you to get bonus dice that don't deplete like cash does on every roll, but that deplete very quickly when taxed. Creating a fund will be detailed as a domain level action. Manors strictly never mattered for prosperity Law did, but I digress. Prosperity is calculated from the actions that players take and will likely be set at 0 to start. Some events or adventures may change prosperity as well. Taxing other holdings is not currently implemented - Court holdings just generate their own resource points (which may, thematically, be from taxation - but such taxation doesn't reduce what the other holdings generate). In theory, Court holdings could have an impact on prosperity, but the main reasons for that were: -Taxation -Occupation -Events Taxation isn't applicable, martial law is going to be mostly from warfare. I don't think events were often reduced in impact by law holdings to be honest, but I wouldn't know - I never played a landed ruler. However, while Courts/Law don't have the effect on taxes and prosperity, note that all holdings do count as +xD (where x is holding level) towards relevant actions, which is typically going to be applicable in adventures, but may also be applicable when ruling or contesting holdings. So someone with Manors might have an easier time taking control of or organizing the Courts, and vice versa, and so on and so forth. If you want to craft a masterwork magical sword, you're going to need the Manors to go mine the ore/Trade to acquire it, the Guilds to smelt and smith it, and the Order/Temple/Covens/Node to enchant it. That would be one example of an adventure utilizing a variety of holding bonuses. A character may fork a skill when thematically it fits as a "field of related knowledge". Wises are especially good for this. In theory, there's no limit to forks based on the Burning Wheel rules. In practice, you're limited by how many relevant skills are applicable to a particular roll, and by how many skills you have.
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