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(IRR) Rokugan Industrial Revolution (Player Poll)
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<blockquote data-quote="Creamsteak" data-source="post: 257233" data-attributes="member: 552"><p>Allright... let me get out my mathbook and look up a more powerful diminishing returns ratio...</p><p></p><p>five minutes later...</p><p></p><p>Ok, what about this:</p><p></p><p>Technology advances in years. There will be eight technology schools. This is my original rule below (I changed it before I got back from Minnesota). We can use this rule, or we can use the rule I'll post in the next post.</p><p></p><p><span style="font-size: 15px"><strong><u>Rule #4: The Technological Arms Race</u></strong></span></p><p></p><p>Technology is just as important as Magic in the Rokugan IR. You must understand that in order to understand just how an Anti-Matter Strike would be just as decimating as a 12th Level Magic Assault. Developing Technology can improve your overall power in the IR and is second only to the Industrialization Rating (IR) in importance. </p><p></p><p>Each power selects a School to research each turn. There are eight starting schools. These are Construction, Chemistry, Computers, Physics, Power, Sociology, Biology, and Fields. These schools raise your ratings in each sub-race.</p><p></p><p>The Technological Arms Race is divided into these sub-races: Agriculture, Attack, Defense, Espionage, Industry, and Research. You can develop a new school of research (ecology, quantum physics, etc.) that has different Technology subraces. Doing this takes a full turn, and the modifiers cannot exceed an 8. Negative modifiers can be applied, but no more than –2. No one score can go up by more than 4 in one turn.</p><p></p><p>Technology Subraces Agr. Att. Def. Esp. Ind. Res.</p><p>Construction 0 0 4 0 4 0</p><p>Chemistry 2 2 2 0 2 0</p><p>Computers 0 0 0 4 0 4</p><p>Physics 1 4 1 1 1 0</p><p>Power 0 4 0 0 4 0</p><p>Sociology 2 0 0 4 0 2</p><p>Biology 4 2 2 0 0 0</p><p>Fields 0 2 4 2 0 0</p><p></p><p>As your power advances, you will gain certain advantages in each core group. The first noticeable advancement does not occur until your score reaches at least 5. </p><p></p><p>Agriculture – (Affects do not stack)</p><p>5 – Every Territory under your control produces 4x its industrial rating in food.</p><p>15 – Every Territory under your control produces 5x its industrial rating in food.</p><p>30 – Every Territory under your control produces 6x its industrial rating in food.</p><p>50 – Every Territory under your control produces 7x its industrial rating in food.</p><p>75 – Every Territory under your control produces 8x its industrial rating in food.</p><p>105 – Every Territory under your control produces 9x its industrial rating in food.</p><p>140 – Every Territory under your control produces 10x its industrial rating in food.</p><p></p><p>Attack – (Affects do not stack)</p><p>5 – Your Attack score becomes +1 (see rule #4)</p><p>15 – Your Attack score becomes +2</p><p>30 – Your Attack score becomes +3</p><p>50 – Your Attack score becomes +4 and Nuclear weapons become available.</p><p>75 – Your Attack score becomes +5</p><p>105 – Your Attack score becomes +6</p><p>140 – Your Attack score becomes +7 and thermonuclear weapons become available.</p><p>180 – Your Attack score becomes +8</p><p>225 – Your Attack score becomes +9</p><p>275 – Your Attack score becomes +10 and anti-matter weapons become available.</p><p></p><p>Defense – (Affects do not stack)</p><p>5 – Your Defense score becomes +1 (see rule #4)</p><p>15 – Your Defense score becomes +2</p><p>30 – Your Defense score becomes +3</p><p>50 – Your Defense score becomes +4</p><p>75 – Your Defense score becomes +5</p><p>105 – Your Defense score becomes +6</p><p>140 – Your Defense score becomes +7</p><p>180 – Your Defense score becomes +8</p><p>225 – Your Defense score becomes +9</p><p>275 – Your Defense score becomes +10</p><p></p><p>Espionage – (Affects DO stack)</p><p>5 – You gain a 5% chance to find out another powers template. You gain a 5% defense against such actions.</p><p>15 – You gain a 10% chance to find out another powers template. You gain a 10% defense against such actions.</p><p>30 – You gain a 15% chance to find out another powers template. You gain a 15% defense against such actions.</p><p>50 – You gain a 20% chance to find out another powers template. You gain a 20% defense against such actions.</p><p>75 – You gain a 25% chance to find out another powers template. You gain a 25% defense against such actions.</p><p>105 – You gain a 30% chance to find out another powers template. You gain a 30% defense against such actions.</p><p></p><p>Industry – (Affects do not stack)</p><p>5 – Every Territory under your control gains an additional +1 PL per turn.</p><p>15 – Every Territory under your control produces an additional +3 PL per turn.</p><p>30 – Every Territory under your control produces an additional +6 PL per turn.</p><p>50 – Every Territory under your control produces an additional +10 PL per turn.</p><p>75 – Every Territory under your control produces an additional +15 PL per turn.</p><p>105 – Every Territory under your control produces an additional +21 PL per turn.</p><p>140 – Every Territory under your control produces an additional +28 PL per turn.</p><p>180 – Every Territory under your control produces an additional +36 PL per turn.</p><p>225 – Every Territory under your control produces an additional +45 PL per turn.</p><p> </p><p>Research – (Affects do stack)</p><p>5 – All research sub-races gain a +1 per turn. You develop the first computers.</p><p>15 – All research sub-races gain a +1 per turn. You develop the calculator. Bomb safety devices designed.</p><p>30 – All research sub-races gain a +1 per turn. You develop the Internet. Computer guided weapons are designed.</p><p>50 – All research sub-races gain a +1 per turn. You develop nano-computers. Gain +1 PL per turn.</p><p>75 – All research sub-races gain a +1 per turn. You develop Artificial Intelligence. Constructs self replicate.</p><p>105 – All research sub races become 4 per turn base. Your Attack/Defense scores both gain +2.</p><p>140 – All research sub-races become 6 per turn base.</p><p>180 – All research sub-races become 8 per turn base. Your Attack/Defense scores both gain +2.</p><p>225 – All research sub races become 10 per turn base.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 257233, member: 552"] Allright... let me get out my mathbook and look up a more powerful diminishing returns ratio... five minutes later... Ok, what about this: Technology advances in years. There will be eight technology schools. This is my original rule below (I changed it before I got back from Minnesota). We can use this rule, or we can use the rule I'll post in the next post. [Size=4][B][U]Rule #4: The Technological Arms Race[/U][/B][U][/U][/Size] Technology is just as important as Magic in the Rokugan IR. You must understand that in order to understand just how an Anti-Matter Strike would be just as decimating as a 12th Level Magic Assault. Developing Technology can improve your overall power in the IR and is second only to the Industrialization Rating (IR) in importance. Each power selects a School to research each turn. There are eight starting schools. These are Construction, Chemistry, Computers, Physics, Power, Sociology, Biology, and Fields. These schools raise your ratings in each sub-race. The Technological Arms Race is divided into these sub-races: Agriculture, Attack, Defense, Espionage, Industry, and Research. You can develop a new school of research (ecology, quantum physics, etc.) that has different Technology subraces. Doing this takes a full turn, and the modifiers cannot exceed an 8. Negative modifiers can be applied, but no more than –2. No one score can go up by more than 4 in one turn. Technology Subraces Agr. Att. Def. Esp. Ind. Res. Construction 0 0 4 0 4 0 Chemistry 2 2 2 0 2 0 Computers 0 0 0 4 0 4 Physics 1 4 1 1 1 0 Power 0 4 0 0 4 0 Sociology 2 0 0 4 0 2 Biology 4 2 2 0 0 0 Fields 0 2 4 2 0 0 As your power advances, you will gain certain advantages in each core group. The first noticeable advancement does not occur until your score reaches at least 5. Agriculture – (Affects do not stack) 5 – Every Territory under your control produces 4x its industrial rating in food. 15 – Every Territory under your control produces 5x its industrial rating in food. 30 – Every Territory under your control produces 6x its industrial rating in food. 50 – Every Territory under your control produces 7x its industrial rating in food. 75 – Every Territory under your control produces 8x its industrial rating in food. 105 – Every Territory under your control produces 9x its industrial rating in food. 140 – Every Territory under your control produces 10x its industrial rating in food. Attack – (Affects do not stack) 5 – Your Attack score becomes +1 (see rule #4) 15 – Your Attack score becomes +2 30 – Your Attack score becomes +3 50 – Your Attack score becomes +4 and Nuclear weapons become available. 75 – Your Attack score becomes +5 105 – Your Attack score becomes +6 140 – Your Attack score becomes +7 and thermonuclear weapons become available. 180 – Your Attack score becomes +8 225 – Your Attack score becomes +9 275 – Your Attack score becomes +10 and anti-matter weapons become available. Defense – (Affects do not stack) 5 – Your Defense score becomes +1 (see rule #4) 15 – Your Defense score becomes +2 30 – Your Defense score becomes +3 50 – Your Defense score becomes +4 75 – Your Defense score becomes +5 105 – Your Defense score becomes +6 140 – Your Defense score becomes +7 180 – Your Defense score becomes +8 225 – Your Defense score becomes +9 275 – Your Defense score becomes +10 Espionage – (Affects DO stack) 5 – You gain a 5% chance to find out another powers template. You gain a 5% defense against such actions. 15 – You gain a 10% chance to find out another powers template. You gain a 10% defense against such actions. 30 – You gain a 15% chance to find out another powers template. You gain a 15% defense against such actions. 50 – You gain a 20% chance to find out another powers template. You gain a 20% defense against such actions. 75 – You gain a 25% chance to find out another powers template. You gain a 25% defense against such actions. 105 – You gain a 30% chance to find out another powers template. You gain a 30% defense against such actions. Industry – (Affects do not stack) 5 – Every Territory under your control gains an additional +1 PL per turn. 15 – Every Territory under your control produces an additional +3 PL per turn. 30 – Every Territory under your control produces an additional +6 PL per turn. 50 – Every Territory under your control produces an additional +10 PL per turn. 75 – Every Territory under your control produces an additional +15 PL per turn. 105 – Every Territory under your control produces an additional +21 PL per turn. 140 – Every Territory under your control produces an additional +28 PL per turn. 180 – Every Territory under your control produces an additional +36 PL per turn. 225 – Every Territory under your control produces an additional +45 PL per turn. Research – (Affects do stack) 5 – All research sub-races gain a +1 per turn. You develop the first computers. 15 – All research sub-races gain a +1 per turn. You develop the calculator. Bomb safety devices designed. 30 – All research sub-races gain a +1 per turn. You develop the Internet. Computer guided weapons are designed. 50 – All research sub-races gain a +1 per turn. You develop nano-computers. Gain +1 PL per turn. 75 – All research sub-races gain a +1 per turn. You develop Artificial Intelligence. Constructs self replicate. 105 – All research sub races become 4 per turn base. Your Attack/Defense scores both gain +2. 140 – All research sub-races become 6 per turn base. 180 – All research sub-races become 8 per turn base. Your Attack/Defense scores both gain +2. 225 – All research sub races become 10 per turn base. [/QUOTE]
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