This starts a series of pages on equipment and urban opportunities. The present page is a kind of master key that categorizes settlemenst and introduces the mechanics of availability; I've gone back to my weapon,armor and follower pages and worked up availability modifiers for those. Coming up are a couple of pages of equipment.
The one thing I'm happiest about is the repurposing of the urban encounter in terms of what is happening to the players, rather than "You have an encounter with a perfumed dandy and three linkboys" and so on. Reaction rolls can still make a difference, but this will be in terms of the conditions of what's proposed or offered. The modifiers mean that small fish in big ponds will mostly be dealing with peasants and lowlife, while any decent level party of adventurers will immediately start getting invitations (friendly or otherwise) from the authorities if they roll into a little village. I may also provide, later, an optional chart for determining exactly what kind of high or low citizen is involved in the encounter.
Wednesday, 7 March 2012
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Took me a while to understand the encounter table here. Not quite sure how you can make it more understandable, though.
ReplyDeleteYeah, it does work oddly ... how about numbers on the left, just in different colors and separated by slashes to code to the social stratum?
ReplyDeleteMaybe if you could squeeze in five columns.
ReplyDeleteLow/Low/Mid/High/High
Then you can place the numbers, so that it is more clear that they are in order. What threw me was "What does '2, -4' mean?"
so, in availability, how do you get negative results ? the lowest population mod is +0, right ?
ReplyDeleteDoc: Each type of equipment also has its mods, which can be negative. I'll post my equipment pages this week.
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