Monday, May 23, 2016

Make Dragons Great Again

Thursday, April 7, 2016

Collating Selling Loot Rules, etc


APPRAISING LOOT:

 

Coins and Bullion:  all characters can figure out the value of coins and ingots of precious metals, no rolls need to be made.

 

Ordinary Items:  any item that appears in the Gear Book likewise does not need an appraisal.  If the players don’t know the value, it is easily discovered with minimal effort and no cost.

 

Precious and Rare Items:  other items must be appraised in order to get a value.  The character must roll his intelligence or less on a d20 to successfully appraise a piece of loot.  Each character may only attempt to appraise any one object, or group of identical objects, once.  Furthermore, only certain classes are able to even attempt an appraisal, and they are often limited to only certain types of objects.

 

Type of Object
Classes that May appraise
Gems
Thieves, Gnomes
Jewelry
Thieves, Dwarves
Holy Objects
Thieves, Clerics
Books
Thieves, Magic-Users
Fancy Weapons/Armor
Thieves, Dwarves, Fighters
Instruments
Thieves, Bards
Historical Items
Thieves, Bards (but only by using Lore ability)

 

Mystics, Druids, Healers and Berserkers are unable to appraise anything other than items that are specifically associated with their own class or order.   Lackeys think everything is worth a fortune.

 

SELLING LOOT:   equipment looted from enemies can be sold for 50% of list price.  Stolen goods can be fenced for 10% of list price.  Thieves can add the higher of their Intelligence or Charisma score to the base 10% fence price.  Equipment can usually be sold in large lots, all at once, taking a day of game time for the sale.

 

SELLING GEMS AND OTHER FANCY LOOT:  when characters receive gems, jewelry and other fancy loot, or decide to sell off magic items, they can dispose of them by travelling around the city state searching for a buyer in the market place or established stores.   It takes 1 day per item to make a sale.  For each item, the seller can attempt to make a good deal.  For items that were successfully appraised, if he rolls his Charisma or less on a d20, he gets full retail for the item, if he fails, he gets 50% of retail price.   If the item was not appraised, he gets 75% if he makes the deal, 25% if he doesn’t.   Use the Hackmaster DMG for finding magic item prices.

 

DONATING ITEMS:  if a character donates a gem, magic item, etc., to an NPC cause (temple, monastery, poorhouse etc) he immediately gets the full value of the item applied as XP to his character.  Arranging a sacrifice, is slightly different, splitting the XP between the PC and his future character XP bank.




PURPOSE:  I've been making various special treasures for decades now.  However, it seemed like a complete waste of time.   Everyone just "threw it on the pile", now a "500gp gem" isn't just a long way to say "500gp", it's a "small ruby" which is both a problem and an opportunity.

Monday, April 4, 2016

Wilderlands 6 Discussion

The map certainly made a huge difference.   The fact that the map was so crowded really gave the harpies a chance.   Their AC's were low, and hit points not exceptional, but the fact that it was impossible to bring the whole party to bear allowed them to hang on for a bit.   The fact that Marlon was bedazzled a couple of time took out almost all the party's beef.    Frank's o.k. and Ludwig doesn't seem to have a lot of punch yet.   Having 2 bards spending all their time with buff songs seems to weaken the offensive punch of the party quite a bit.


Still thinking about  next week.   I have three thoughts:


What's underneath the abandoned temple where the Morningstar Inn is built?


How about looking for a special herb for Marlon's herbalist friend, that can only be harvested on the solstice (June 21) in the hag-ridden forest to the north?


Random Dungeon Time?

P.S. We need to start thinking about Mother's Day and the schedule.

Thursday, March 17, 2016

Wilderlands 5 Discussion

Another good game on Sunday.   I think the cash dynamic is working out really well.   There's pressure to go earn some dough, and a lot of things to spend it on.   I also like the gems and jewelry not being automatically appraised.    I'm trying to keep gem values in line with the AD&D list, so rubies are more likely to be worth more than garnets etc.


I think I've made more than enough henchmen for the deck.  There are freaking metric ton of them in there.  I think the death rate for henchmen might be a little higher than for ACKS, since you have to spend a chip to save them.  


The illusionist spell list is a bit more interesting than I had thought at first.  For example, Invisibility is a first level spell for Illusionists.   I wish I had chosen that for Mister X rather than Phantasmal Force, which is hard to adjudicate in many ways (especially when I'm trying to run the guy and DM him at the same time).


In case you hadn't figured it out, Andrew,  Mister X was meant to be an NPC that you could slip into and play if you had shown up late on Sunday.   When you do indeed rejoin us, I'd expect you to make your own guy, but I wanted to be ready in case this past Sunday.


I'm thinking I might want to play a berserker or fighter at some point.  Maybe after we finish with the Harpy Hunt, I'll design a DM-less session and run a character in it.


Using the DM fate chips is an absolute must.   It ramps up some of the danger that the player Fate Chips blunt.   Also, welcome back to the gang-up bonus.  I seriously missed that in the ACKS campaign. The bonus increases tactical thinking and makes high AC's vulnerable.


The adventure is a bit interesting.   I bought a PDF of an old Judge's Guild product from 1980 called "Book of Ruins".   It contains 10 short adventures, the fourth of which is a Harpy Lair.   This matches up nicely with the Harpies that are said to lair in hex 2020 of the City State map.   So, I sketched out the hex area, placed the first 4 locations on the map and off we went.


I hadn't realized how weird the ruins were in one sense.  They were all approximately the same size, about 50 by 60 feet.  They were all one story, no windows, secure roof and only one entrance.   You'd think ruins would be more, well, ruined.


However, the contents worked pretty well for the characters we had and the session worked out nicely.