Showing posts with label Sandbox. Show all posts
Showing posts with label Sandbox. Show all posts

Friday, November 29, 2024

Randomize the Encounter Area

 

Some work in progress tables I'm using to generate more interesting (or at least diverse) areas for encounters.  The reaction table, distance and motivations are pretty standard. Working to expand the rest.

Distance

2d6 x 10 Distance: feet/yards


Cover


Roll 2d6:

2 Cover:       Monster - hard

3 Cover:       Monster - soft 

4 Cover:       Left (of PCs) - hard

5 Cover:       Left (of PCs) - soft

6-8 Cover:       None

9 Cover:       Right (of PCs) - soft

10 Cover:       Right (of PCs) - hard

11 Cover:       PCs - soft

12 Cover:       PCs - hard


Elevation

Roll 2d6:

2-3      Elevation:   Monster higher

4     Elevation:   Center higher

5      Elevation:   Left higher

6-8      Elevation:   Elevation level

9      Elevation:   Center lower

10      Elevation:   Right higher

11-12    Elevation:   Character higher


Visibility


Roll 2d6:

2-4     Visibility: Obscured (Mist, Smoke, Foliage)

5-12     Visibility: Clear


Reaction

2    Reaction:    Immediate Attack

3-5 Reaction:    Hostile - Possible Attack

6-8 Reaction:    Uncertain or Confused

9-11 Reaction:    No Attack - Leaves or Considers Offers

12 Reaction:    Enthusiastic Friendship


Motivation

Roll 2d6:

2 Motivation:  Lost or escaping

3-4 Motivation:  Overcoming obstacle

5-6 Motivation:  Resting

7 Motivation:  Seeking food/shelter

9-10 Motivation:  Searching for lost person or item

11 Motivation:  Guarding or near lair

12 Motivation:  Fleeing encounter







Sunday, January 3, 2021

Salutations of the Land Squid 20 Rule Questions

 

As a reference to the Jungle Hexcrawl Rules and Rulings page. In between character creation at campaign start and the first 3 or 4 sessions, we effectively switched from B/X Dungeons & Dragons (Moldvay edition) to Lamentations of the Flame Princess. I suggested the specialist skill handling, and the class was more appealing upon player review.  We used summon for a standing in the Chlendi spirit magic, and switched over completely to eliminate confusion (and because Shawn was tried of fumbling through the layout of BX booklets).

  1. Ability scores generation method? 3d6 in order.  Either classic (SIWDCCh) or LotFP (ChCDISW) order.
  2. How are death and dying handled? We're not using the LotFP rule, but we should.  So far it's mostly been henchment and hirelings, who have died going below 0.
  3. What about raising the dead? It is possilbe, as are most things with powerful enough magic.  Researching the ritual or finding someone who knows are a differen question. 
  4. How are replacement PCs handled? Come in at 1st level or promoting of a henchman.
  5. Initiative: individual, group, or something else? Group, players win on even ties, foes win on odd ties. Actions must be declare in advance of roll. 
  6. Are there critical hits and fumbles? How do they work? No fumbles.  On natural 20, decide if you want to roll double the damage dice or double the results of a normal roll.  Foes do the latter.
  7. Do I get any benefits for wearing a helmet? Lack of malicious targeting by the Dungeon Master.  Some helmets will give specific bonuses.  Still not happy with the rules, but most rules prevent the likelihood of characters having awesome mohawks.
  8. Can I hurt my friends if I fire into melee or do something similarly silly? Yes, more or less per the rules.  Line of sight and outnumbering are the primary factors.
  9. Will we need to run from some encounters, or will we be able to kill everything? Yes, flee.
  10. Level-draining monsters: yes or no? Yes, but still torn on method: probably drain XP (but not levels) or maximum hit points (but not levels).
  11. Are there going to be cases where a failed save results in PC death? Yes, Still trying to find a reasonable mitigation of poison risk beyond luck.
  12. How strictly are encumbrance & resources tracked? Pretty strictly per the rules for this campaign. Shields do not count as encumbering unless they are tower shields (or similarly large). Buckler, Small, and Normal Shields still count as one item. 5 torches count as one item. 5 days of rations count as one item. 
  13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? New spells but be transcribed at no cost.  No training for this campaign, but you must secure the necessary treasure which usual means an informal downtime checkpoint.
  14. What do I get experience for? Primarily recovering treasue, with some granted for identified magic items.  Some for defeating foes.  Bonuses for supplementing the game experience through record keeping or work as quartermaster.
  15. How are traps located? Description, dice rolling, or some combination? Either and both.  Per rules, but good description will provide bonus or eliminate roll.
  16. Are retainers encouraged and how does morale work?  Yes, highly.  Checks largely by rules - losses in combat, mistreatment or undue risk, failing to provide timely recompense or rest.
  17. How do I identify magic items? Magic items must be used (typical for weapons and armor), tested (often for potions, charged items), or otherwise identified (by reading scroll, use of Identify spell, sage, etc) 
  18. Can I buy magic items? Oh, come on: how about just potions? Basic healing potions are sometimes (availability roll) available from apothecaries, alchemists and the like, along with out strange drugs and substances.  Scrolls can also be similarly purchased  Other magic items are very rarely available for sale and even then may be forgeries or have functions in inaccurately described.
  19. Can I create magic items? When and how? Yes, per LotFP rules.
  20. What about splitting the party? Fuck around and find out.

Monday, September 5, 2011

Reading 'The Secret Fire' and Some Sunday Links

I'm currently doing a read and review of The Secret Fire rpg on rpg.net

Here are some links showing what's bubbling in my mind:


Rythlandor: an 80 page campaign chronicle from 1975-77