Search results

  1. L

    How to handle adventuring loot outside of a strong economy?

    I'm afraid that's not really going to work in this situation, @Umbran. I could pick apart each reason why, but that takes a lot of words and usually that ends in frustrated parties, so I'd rather cut to the apology.
  2. L

    How to handle adventuring loot outside of a strong economy?

    What happens to the old gear? Do they just toss the ol' +1 axe in a trunk now that they have the new +2 axe?
  3. L

    How to handle adventuring loot outside of a strong economy?

    The problem is when you try to convert beads to gold is what I'm sayin'. I also don't want to sit and do the math of "how many furs is a +1 sword worth?"
  4. L

    How to handle adventuring loot outside of a strong economy?

    Not really? I mean, "horse and tack" is a couple gold pieces compared to thousands for magical items; the most expensive thing I think is something like plate armor, which is about 50gp? Gold exists to buy magical items. Problem is "back home" is a couple months round trip, so by the time they...
  5. L

    How to handle adventuring loot outside of a strong economy?

    I'm hitting a snag with an upcoming campaign. The setup is very similar to the pre-Colonial period of the USA. The PCs are part of the first settlers on a new continent full of natives on a similar technological level to the Native Americans. Part of the result though is that it's probably a...
  6. L

    D&D 4E Who created "Marvelous Monsters" creature design here on ENWorld?

    Ahha, that's the one! And while there's no way to email the author of that website, one of the blogposts mentions that he is Tequila Sunrise! AHHA! Edit: HOLY CRAP Tequila updated the Marvelous Monster PDF, and it is GOLD. :O
  7. L

    D&D 4E Who created "Marvelous Monsters" creature design here on ENWorld?

    I'm pretty sure someone here on ENWorld wrote this and posted in a thread. That's where I remember getting it. Been running a 4e game and this little PDF is doing a lot of heavy lifting. Yet I have some questions about the design. Problem is there's no author attributed, and good luck digging...
  8. L

    Worldbuilding: How far should things be?

    So I wanted to share what I'm doing for the campaign, in part to have anyone feel like checking it, and in part to just share with the group. Structurally the campaign is mimicking the initial settlers of the United States; the first attempt to lay claim to a newly discovered and untouched...
  9. L

    Worldbuilding: How far should things be?

    First, great thought. :) Thinking about that, the wolves aren't going back to their den every day. They're camping out. A little googling shows that wolves have multiple sleep sites--several dens or caves, or just a safe open space. So it depends, do your monster(s) wander and hunter-gatherer...
  10. L

    Worldbuilding: How far should things be?

    TBH I think "three days from town" is actually pretty far for monsters. That's a pretty long trek for a raiding party. It also means that if you raid the town, let alone abscond with victims, the town can round up a possie and, if anyone has a horse, be on you before you even make it half way...
  11. L

    Worldbuilding: How far should things be?

    That's more or less what I'm driving at. I'm sorta caught between believability vs ease of play, and can't gauge what "feels" right (or if what I feel IS right). @MGibster @Dioltach those walking-distance rules of thumb are very helpful, thanks.
  12. L

    Worldbuilding: How far should things be?

    By the way you guys are talking, your local D&D town should pretty much know about any local dungeons since they've mined them for rocks and needed the resources in teh area anyhow. :) Now, talking about the specifics in my case... By ruins I don't mean castle or city. Any stone structure...
  13. L

    Worldbuilding: How far should things be?

    @Tonguez when you say England, do you mean England+Scotland, or England by itself?
  14. L

    Worldbuilding: How far should things be?

    My specific situation is I'm creating a setting that can either handle hexcrawl/exploration, or town building/diplomacy/etc. There is very clearly a Starter Zone, that has been intentionally, in-game, walled off from a much larger area. And I don't know how big to make the starter zone. I don't...
  15. L

    Worldbuilding: How far should things be?

    While this is specific to my current situation--see post two for the setting I'm working on--it's worth asking in general: when trying to go for some sort of semblance of believability, how far should things be from one another, geographically speaking? Villages fo different races...
  16. L

    I Made a Virtual Dread Tool

    I was stumped before regarding this. I had looked at Grin, but it didn't have that same feel..
  17. L

    Anyone ever played a game with two linked groups?

    I'm not concerned about independence. Having player(s) in both would be incredibly convenient even, if the same player is reliable and a good player. (The more players you have, the more likely there are RL complications to playing. :p) All I meant was that events in one would carry...
  18. L

    Anyone ever played a game with two linked groups?

    Your son's games sound really cool, @Richards. :)
  19. L

    Anyone ever played a game with two linked groups?

    1) That is hilarious, 2) Okay seriously, how do you kill a WWI tank in PF? :P
Top