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Fishing rules for 3.5...
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<blockquote data-quote="reiku_uk" data-source="post: 5487071" data-attributes="member: 6671880"><p>[MENTION=8835]Janx[/MENTION]</p><p></p><p>Thank you very much, that's a great reply and very informative! I've gone for a system in which the player first rolls a d20 on a table on which 1 and 2 are 'line broke' and the rest are a mix of results, some being 'nothing caught' and others allowing the player to roll d4, 6, 10, 12 or 20 on a second table letting me know what they've caught (I will increase the number of fish if the game goes well and the players enjoy it, but I'm keeping my effort low at the minute incase they dont) and giving me a DC for them to beat to reel it in. A result of 1 means the rod snaps during the struggle, the other rolls are anything from rusty helmets and old boots to shellfish and other catches. Different rods give the players +1 or +2 to their fishing roll and they have the option of buying a Rig that allows them to catch multiple fish at once. Using bait allows them to re-roll 'nothing caught' results, indicating that the use of bait makes it more likely to snag a catch. I've done a seperate table showing the fish, the health increases they give when cooked and eaten and a sale price for if the players want to catch a large amount. I have a set amount of time they will be spending on the boat, and am having each attempt take around 10 minutes of in-game time.</p><p></p><p>On the topic of the players spending time on the boat, I've adopted a very open strategy with the campaign in which the players tell me where they want to go/explore next at the end of the current game, then I make the following weeks game around that. Last week they told me they want to sail to the island of Aktos to search for a rare herb in order to make a potent poison needed for an assassination attempt, so they're stuck on the boat til they arrive. I have a set timeline of major events occuring, and the players can influence them by being in the right place at the right time. For example, last week the players told me they wanted to investigate a murder in the port town of Denen (a very interesting CSI murder mystery style game that they loved!), meaning they weren't around to stop a necromancer from unleashing a trial run of his newest plague upon one of the eastern villages. They did, however, solve the murder and clear the name of the person wrongly accused. Unfortunately the murderer turned out to be the daughter of a very wealthy and powerful man, who hung for her crime. This will come back to bite the players later, they just don't know it yet!</p></blockquote><p></p>
[QUOTE="reiku_uk, post: 5487071, member: 6671880"] [MENTION=8835]Janx[/MENTION] Thank you very much, that's a great reply and very informative! I've gone for a system in which the player first rolls a d20 on a table on which 1 and 2 are 'line broke' and the rest are a mix of results, some being 'nothing caught' and others allowing the player to roll d4, 6, 10, 12 or 20 on a second table letting me know what they've caught (I will increase the number of fish if the game goes well and the players enjoy it, but I'm keeping my effort low at the minute incase they dont) and giving me a DC for them to beat to reel it in. A result of 1 means the rod snaps during the struggle, the other rolls are anything from rusty helmets and old boots to shellfish and other catches. Different rods give the players +1 or +2 to their fishing roll and they have the option of buying a Rig that allows them to catch multiple fish at once. Using bait allows them to re-roll 'nothing caught' results, indicating that the use of bait makes it more likely to snag a catch. I've done a seperate table showing the fish, the health increases they give when cooked and eaten and a sale price for if the players want to catch a large amount. I have a set amount of time they will be spending on the boat, and am having each attempt take around 10 minutes of in-game time. On the topic of the players spending time on the boat, I've adopted a very open strategy with the campaign in which the players tell me where they want to go/explore next at the end of the current game, then I make the following weeks game around that. Last week they told me they want to sail to the island of Aktos to search for a rare herb in order to make a potent poison needed for an assassination attempt, so they're stuck on the boat til they arrive. I have a set timeline of major events occuring, and the players can influence them by being in the right place at the right time. For example, last week the players told me they wanted to investigate a murder in the port town of Denen (a very interesting CSI murder mystery style game that they loved!), meaning they weren't around to stop a necromancer from unleashing a trial run of his newest plague upon one of the eastern villages. They did, however, solve the murder and clear the name of the person wrongly accused. Unfortunately the murderer turned out to be the daughter of a very wealthy and powerful man, who hung for her crime. This will come back to bite the players later, they just don't know it yet! [/QUOTE]
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