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West Marches: Handling Return to Town
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<blockquote data-quote="David Corsalini" data-source="post: 7226408" data-attributes="member: 6908066"><p>I think I'll go with a mixed solution.</p><p></p><p>My game will be in a frozen land, at 30min/1hour from session end (yeah, like we will respect that) the weather is gonna get worse, it's time to go home! </p><p></p><p>If they manage to go back to town before session end, nice for them, they have control over what happens and can also snatch some extra treasure along the way.</p><p></p><p>If they are still in the wild when the session ends, I'll roll on a d20 table, the higher the result the better. At 1 they'll lose all their treasure and maybe suffer something that persists over sessions. At 20 they'll get home, safe and with all their money. Results in the middle will be calculated in percentage after they sell the stuff. </p><p>They'll need a guide: one pc that uses his survival skill as a positive modifier on the roll. </p><p>The number of hexes that separates them from home is gonna be a negative modifier on the roll (with a max, maybe 5?) [And i'd like to have dangerous hexes on my map, maybe they'll count as 2].</p><p>I'd like to introduce the concept of buildable/conquerable outposts, they could give a positive modifier on the roll.</p><p></p><p></p><p>Number of hexes might be a bad number, so maybe I'll throw a simple table with ranges (1-3 hexes: -1, 4-8 h: -2, 8-16: -2, etc)</p></blockquote><p></p>
[QUOTE="David Corsalini, post: 7226408, member: 6908066"] I think I'll go with a mixed solution. My game will be in a frozen land, at 30min/1hour from session end (yeah, like we will respect that) the weather is gonna get worse, it's time to go home! If they manage to go back to town before session end, nice for them, they have control over what happens and can also snatch some extra treasure along the way. If they are still in the wild when the session ends, I'll roll on a d20 table, the higher the result the better. At 1 they'll lose all their treasure and maybe suffer something that persists over sessions. At 20 they'll get home, safe and with all their money. Results in the middle will be calculated in percentage after they sell the stuff. They'll need a guide: one pc that uses his survival skill as a positive modifier on the roll. The number of hexes that separates them from home is gonna be a negative modifier on the roll (with a max, maybe 5?) [And i'd like to have dangerous hexes on my map, maybe they'll count as 2]. I'd like to introduce the concept of buildable/conquerable outposts, they could give a positive modifier on the roll. Number of hexes might be a bad number, so maybe I'll throw a simple table with ranges (1-3 hexes: -1, 4-8 h: -2, 8-16: -2, etc) [/QUOTE]
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West Marches: Handling Return to Town
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