Next game, I'm interested in all of us creating at least one character for a themed adventuring party. For example maybe we are all a single race, or all of us arcane magic users. My favorite would be if we all worship the same deity.
Tuesday, October 31, 2017
Henchmen
Can we create another henchman deck within certain perameters? Will there be zero-level folks who are always getting off the boat on the island we can call on? Will there be NPC specialists that actually operate in town that we can hire? Or will we actually take the time to make a few 1st-3rd level NPCs that we can bring aboard to help our merry band of rat catchers? Let's discuss!
EXPERIENCE LEVELS AND ADVANCEMENT
EXPERIENCE AND ADVANCEMENT:
After our
discussion the other night, I came up with this proposal.
From levels
2-6, it requires 5 Grampius points to advance a level. To reach levels 7 and above, it should take
10 Grampius points per level.
- You get 1 Grampius point if you participate (and survive) the session.
- You get 1 Grampius point if your character gets 500gp in found treasure or more back to your HQ. This does not include the value of any magic items or useful tools/weapons/armor.
- You get 1 Grampius point if your team has undertaken a mission for a patron and have successfully completed that mission. Rewards paid by the patron do not count toward the found treasure total.
It should be
possible, but rare, to get 3 Grampius points.
Most sessions should involve EITHER going on a self-motivated treasure
hunt, OR going on a patron mission.
The scheme
requires that 1000gp per player maximum in placed treasure be in effect, and
that the DM hides and/or traps a significant portion of treasures in
Tomb-Raiding scenarios.
It also assumes
that most monsters don’t carry a lot of treasure with them outside their lairs.
Campagin Economy: some first ideas
I'm putting together some ideas about how the game economy might work. The first two work together on the same scale.
1--FLAT TREASURE IDEA:
I think that to create a workable economy, it might be a good idea to do
away with the scaling treasure hoard with level process. A lot of money at first level should be a
lot of money at high level. Perhaps
work on the idea that the maximum treasure allowed to be given out in one
session is about 1000gp per PC. Much of
the time, it might be far, far less. What higher level monsters will have in
their treasure hoards will be supercool magic items, rather than bigger piles
of coin.
This makes some common big expenses: Healing Potions 50gp, Identify Magic Item (at least) 100gp, Raise Dead (at least) 500gp, Suit of Plate
Armor: 1500gp, all significant expenses,
and requires balancing of spending and savings with living expenses (see
below).
We should make it very difficult to sell magic items for cash (beyond a few hundred coins). Maybe, arrange a swap for land or ships or other high value objects, but let's just imagine that there just aren't 10's of thousands of coins lying around anywhere.
A Flat Treasure System would mean we could make a deck of treasure at first level, and then just add coin and jewelry items to it on a fixed schedule, and then better magic item cards to it as levels progress, rather than re-configuring everything fixed to level.
2--LIVING EXPENSES: The
living expenses in the PHB are as follows:
Level Price
per DAY
Wretched ----
Squalid 1
sp
Poor 2sp
Modest 1gp
Comfortable 2gp
Wealthy 4gp
Aristocratic 10gp
But, there’s no
game effect attached to these expenses at all, other than people liking or
shunning you. If we wanted to use our
old Hit Point to living expenses tie in, it might look something like this:
Level Price per MONTH Hit Die Roll
Wretched
access to trash worst
of 3 rolls
Squalid 3gp worse of 2 rolls
Poor 6gp 1 roll
Modest 30gp take
average
Comfortable 60gp Better of 1 roll or average
Wealthy 120gp Better of 2 rolls, or average
Aristocratic 300gp Best of 3 rolls, or average
Aristocratic or
Wealthy: may add specific residency requirements (must live in the main town,
or own a country house/castle with farmlands and tenants).
This list
should also be the general guide for paying underlings. Laborers and the like would get a “poor”
level, Guards and craftsmen a “modest” level.
Tuesday, October 24, 2017
D&D Camp
Do I see a young Dave Nelson in these pictures?
https://2warpstoneptune.com/2013/06/18/dungeons-dragons-camp-1981-1985/
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