toledo
Full Member
Force of Mind
Posts: 137
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Post by toledo on Oct 21, 2012 20:30:54 GMT
Maybe I'm reading this table wrong, but the chances of death seems a little high to me... As I read it, to get to adulthood every child must survive; 17-18 rolls at 12% for automatic death [1% base + 1% + 10% winter from birth to age 4] and 52-53 rolls at 2% [non winter months and after 4]. Statistically this implies that every child should have died at least 3/4 times before age 7 ....but then added to the child can also die from illness (and there is a separate injury table increases the chances of illness). For both categories there are 5 rolls at 18%, 5 rolls at 17%, and 7/8 rolls at 15% with the remaining 52/53 rolls being at 5,7 or 8%. For illness I think this implies that you can expect a child to be ill roughly 6/7 times with each time exposing the child to a further 5% chance of death (and only a 5% chance of recovery) Added to this I get the impression the three roles are separate - further boosting the likelihood that the child will find itself towards the slippery slope. Considering that the base rate for a birth is 2% per chronum (1% base + 1% mother under 30), the way I read this is that having an apothecary is a must....but even that won't protect against the 70 rolls of automatic death. ....don't suppose the "Wet Nurse guild" are offering any minor characters are they?!
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Post by monkeyx on Oct 21, 2012 21:04:08 GMT
Infant mortality is purposefully set very hight for thematic reasons (post-apocalypse), to increase the benefits of the medicine skill and also to keep character growth per house low. In fact, without planning and luck, the number of members in each house will decay over time.
Simulations with ancient houses got me these numbers primarily as more forgiving numbers lead to massive exponential numbers of characters in a few game decades.
I opted for higher infant mortality versus lower birth rates because saving the children from illness / injury would give players a bit more control over forces beyond their control and the loss of a child is emotive.
There will be some provisions for non-player healing (via the a holy order) in the future but it will be costly and limited.
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