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Everything posted by Cornelius

  1. I participated in a high fantasy setting with the KAP system. Magic was far more present and there were player characters who were magic users. Magic spells were used as skills. So you could have a healing spell as a skill. We did not use the magic system from the 4th edition. There are two settings in the works I think. One in a japanese samurai setting and one in the bronze age. I do not know what the status is at this moment. To be honest the system can be used best when you play in a setting where traits and passions are more important than common sense. Also if you have a syste
  2. I had missed that apparantly. In my mind homage was sworn to your liege, and fealty to other lords you held land for. In the case of a military leader it could also be that only those swear an oath whom liege lord is not present. So if Earl Roderick is present as a vassal you would not swear fealty, but Earl Roderick would.
  3. This depends on the type of hunt you are conducting. The classic hunt involves more a chase of the quarry with beaters and hounds and not sneaking up on it. So stealth is not necessary in that case.
  4. Not sure if I would give them a Fealty passion for this. I think it is covered by their Honor. For me passions are more permanent than for a single season. So they may develop a loyalty towards Uther or Mafoc while serving with him over the years. Especially if Uther or Madoc does something like saving their lives. Reducing passions is not so easy. A lot depends on the actuions of the PKs. I would only reduce their loyalty when the lord acts against them personally. Witnessing him lying to others does not necessarily make you less loyal. So you can have conflicting passions or traits. So
  5. As far as I know that is a house rule. The penalty is probably only a social stigma. But to be honest hunting a huge bear or boar is a full armor preferable to a hunting leather. In my gaming group is a legendary story of a young knight who went on a hunt as part of his wedding feast. He met a fallow deer and was slaughtered by it (lucky crits on the deer part). Since then the players are wary when we go on a hunt. Especially if it is a fallow deer.
  6. You could also use the result of the battle as a roll of the skill. So if the battle was a glorious victury (this is equal to a critical roll), a win is a success, a loss a failure and a crushing defeat equal to a fumble. The casualty rates are more consistent with that I think.
  7. True. But I also think there is a difference between wearing the armor all day and wearing it during the night. I am not sure if wearing an armor while travelling all day has any problem. Yes it is heavy and it may restrict movement. But I think training will off set this effect. And unless you are sleeping in the wild you should be safe inside a manorhouse. Hence the tradition to visit local knights when you need a night's sleep. Sleeping in armour may be uncomfortable but there is a difference between full plate and chain I think, due to the flexibility of the armor. So if you
  8. It is always assumed that the Saxons are a unified front, but they are not. they each fight eachother as much as they fight the Cymri I think. It is only around 513 that Aelle is able to get them to accept him as the bretwalda. And I think that only happened because of Arthur unifying the Cymri.
  9. To be honest the difference between unoppossed and their reduced weaponskill is not much. A standard archer has a sword skill of 8. He gets a -5 due to height difference. Also the knight gets a +5 for his melee weapon which is probably at least a 15. To lose from them you need to roll crap and the archer needs to roll good. Since the archer has no armour there is a good chance to hit him.
  10. I interpret the Just trait as following the rules set out in the law and custom of a location. Even a king needs to abide by these rules. And yes he can change them, since his word is law. But changing a law, as King Arthur could do it in this case, would create a whole lot of other problems and set a precedent for future cases. For a king I would say that changing the law to suit his own interest is arbitrary. The problem I have is with Arbitrary: It is usually instigated by another trait or passion, like Mercy or loyalty. So what is a truly arbitrary act?
  11. I approached it from a different angle. In order for the officers to have some standing they must be above average. This also is reflected in their financial status. So an officer of an earl should maintain himself as a rich knight. The Earl will pay them out enough to maintain this standing. In my game each was awarded some rights that they are able to ber rich knights.
  12. Interesting. although it is about those filthy Saxons.
  13. If your PKs hold 5.5 eschille (which means roughly 55 knights). They are estateholders? Assuming you have about 5 PKs this means each has an estate of about 100 Librum? This would mean imho that they hold about 1/3 of Earl Roderick's army. This means they are very important men in the court of Earl Roderick. By the way on page 110 Earl Roderick has 15 eschille. In book ofthe Estate though the number is at 14 (page 36). Also be wary. Staging a coup during Earl Rodericks life is something that is seen as non knightly. Loyalty between liege and vassal is a sacred bond. Aside f
  14. During battles and combat for love I still use the normal rules for damage, except that al damage is healed when the PK gets some time to catch his breath. The only exception id when you roll critical. We roll first normal damage. If this exceeds armor (+shield) real blood is shed and real damage is struck. Then a second time damage is rolled. This damage is added to the first but is not real damage and is healed after the PK gets some time. Of course the total may cause a knight to be knocked from his horse of course. Major wound is ignored as most damage is not real. When a knight
  15. Ok. some consequences: - Training a skill at default by 1 or 2 points is not interesting, as an increase in the STAT is a better option. This is not a big problem as you would probably put all your yearly training into a skill if your want to raise it to some level. This is of course different if you have a default skill at 8 and increase it to 10, for instance. - Increases gained by Experience checks may become 'lost' when you increase the Attribute linked to the skill. The experience checks is a integral part of the increase in level of the characters for KAP (in other systems you
  16. I would not allow this. Only one roll to get inspired. It is either his Proud or his Honor that should be used, not one to get inspired on the other. IMHO This example would break open a can of worms. And where would it stop? Could I reason that I get inspired from my Love(|family) so I can inspire myself for my Proud to inspire myself for My Honor to get a bonus on my sword? There are probably more discussion about the logic of the choices which I do not want. I would let the player explain the reaction of the PK and then decide wich trait or passion would be used to get inspired.
  17. It may have been a difference in world view and what the virtues of a good king or general are: In the Roman eye a good king is an educated mind, screwed in the political arena of the forum. Its not his prowes in combat but his strategic mind that wins the day. Strategy is learned by learning from the great generals of old. Even Julius Ceasar used mostly his charisma and strategic mind, while he left the execution of his plans to his subordinates. In the Cymru (and especially the Pict and Saxon) eye a good king is a man of action. He is strong and his prowes in combat wins the day.
  18. So in essence you make lighter armor more interesting and it reduces the need for heavier armor. what would then be the reason for a knight to actually wear heavy chainmail or even plate? In a normal KAP game I would not want this. It is after all the game where you have the knight in shining armor. Usually I would expect the reduction of armor be offset by some other gain than endurance in a combat.
  19. I am not against higher default values. It was just to point out that it would deviate from the current system. It would also mean that every PK has a fair (around 25%) chance on succeeding in untrained skills. The bookkeeping. It would require that the charactersheet makes clear which part of the skill is from the STAT and which is from the training. Currently there are other systems that use this method as well and I do feel that it means much more bookkeeping. Skills do not change every session (at least not in mine), so you would probably only have to recalculate during a winterhase
  20. @Khanwulf and @Atgxtg: Interesting list and I like it. There are however some things that need clarification. 1) Starting skills are now around 2-3 mostly. There are a few exceptions (like First Aid). With the rule STAT/2 as the default and people having their STATS at 10 minimum you will have a skill default at 5. This almost double than the base value now. I am not sure what would happen, but if you divide the STAT by 3. You get around a value of 2 or 3 as default. 2) Decrease of a skill. If you reason that a skill is based on a STAT you could also reason that the skill decreases i
  21. This is how I would use it: I would allow the bonus to apply to STATS if they are used as a sort of skill. Thus a STR would be allowed if you have to bash your way through several doors to get to your love or run a 10 mile stretch to save her. But as with all inspiration it requires some sort of logical sense. For instance I would not want it 'abused' in the following example: A PK has a skill 25+ and thus always increaes his size to do more damage as he reasons he will hit his opponent anyway. BTW In my games to get inspired something must have happened that triggers your pas
  22. I would not put any requirements from the stats, but it would have an impact on how his conversion is viewed by the others. For instance a Pagan converting to Christianity would be questioned of his reasons when he still has high Pagan traits. He would probably act in accordance with his former believe instead of that of his new christian beliefs. Of course if the PK is actively seeking to become a good christian he may even become a fanatic and this would mean that his traits will change and become more christian. As a GM I would help him out in this of course.
  23. As long as there is a difference between the player and the PC, things will be fine. Award the player for having his character make such a sacrifice. Maybe others in the court feel some sort of obligation to the retainer. Even the young lord may feel a special bond with the new character (if it is a family member). This may give him privilages other PCs do not have. Also make it clear that this is not just a random kill, but a true plot and it will define the relationship between the remaining PCs.
  24. First of all all the Book of series does is expand upon a part of the game. Estate gives more insight in running an estate, Uther gives more insight in the court of King Uther. So if you have a group of players who like court intrigues and empire building. The Estate and uther are probably the ones you want. If you have a group who likes the generational play GPC and Estate or Manor are interesting. Book of Entourage also helps here. If you wish to have a more divers group of knights Book of Knights and Ladies is a handy one then. Book of the Estate vs Book of the Manor. I would choose on
  25. Assigning squires: Like a lot within the KAP world it is a political choice. The main question a lord will ask is: What do I get out of it? Some options could be: A loyal knight, closer ties between my men, closer ties with another lord, some money or soldiers. As for combat always be aware that when fighting other men the knight is at the top of the foodchain. They are better equiped (chain armor and on horse), and have a good skill in arms (15 and up). Unfortunatley even if you are good or very good, a critical hit of a bandit may kill you. So in the end a fight against sev
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