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A Hope: Return Variability/Randomness
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<blockquote data-quote="howandwhy99" data-source="post: 5904897" data-attributes="member: 3192"><p>Nice thread idea. I use random ability score generation to represent average ability distributions that will carry over into the game. It's a human base. Using the flat 0 averages and set 10-11 abilities on some of the abilities derived from the scores I can deal with large groups of humans quite easily. Everything else just shifts off of that more or less.</p><p></p><p> </p><p>Here's another way to define the monster, Hit Die. It's basically defining combat toughness. The die rolls bring in variability, which means more interesting combats. Some Ogres have lower hps, some have more than average. XP amounts even took account of tougher foes due to hit point totals. And large groups sometimes divide themselves (like scouting parties) by hp amounts. So their heavy foot could be top end guys and runners could be low end. I like to put mix the whole variety in scouting parties and pre-roll everyone in a rolled (say 50d6 appearing) encounter. Generating the whole camp of, say, orcs becomes part of generating more than just one encounter then.</p><p></p><p>I prefer trade systems with a flat out numeric rating that tells me how powerful this stuff is. If my world is more magical and magic items have more influence, then they're lower cost due to ease of construction or whatever other factors. PC might trade for this stuff, so it has a local market cost for the NPC selling it. Then the bartering system takes care of the rest. That's the most fun IMO. It could even end up as "I'll fight you for it", which basically means you loot the guy after.</p><p></p><p>Yeah, I don't like the generation tables in the DMG or, especially, in the Monster Manual. There is simply more to it than what they include and the MM's balancing is kooky IMO. I do like random generation for the sheer uniqueness of results and then drawing backgrounds up for how the stuff came to be there.</p><p></p><p>Goods and services are covered already in the books, so creation of mundane items is simply generating a dynamic society where all of this is accounted for. Based upon resources, like creature training and crafting supplies, we get costs and availability for a region and surrounding regions too. Backgrounds for every culture that came before can be tossed in too for found artifacts (the mundane kind) and a people's sort of starting treasure. I totally agree the prices here should be variable, but I use the barter system again and prices go up and down according to many factors, not just good or bad deals.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5904897, member: 3192"] Nice thread idea. I use random ability score generation to represent average ability distributions that will carry over into the game. It's a human base. Using the flat 0 averages and set 10-11 abilities on some of the abilities derived from the scores I can deal with large groups of humans quite easily. Everything else just shifts off of that more or less. Here's another way to define the monster, Hit Die. It's basically defining combat toughness. The die rolls bring in variability, which means more interesting combats. Some Ogres have lower hps, some have more than average. XP amounts even took account of tougher foes due to hit point totals. And large groups sometimes divide themselves (like scouting parties) by hp amounts. So their heavy foot could be top end guys and runners could be low end. I like to put mix the whole variety in scouting parties and pre-roll everyone in a rolled (say 50d6 appearing) encounter. Generating the whole camp of, say, orcs becomes part of generating more than just one encounter then. I prefer trade systems with a flat out numeric rating that tells me how powerful this stuff is. If my world is more magical and magic items have more influence, then they're lower cost due to ease of construction or whatever other factors. PC might trade for this stuff, so it has a local market cost for the NPC selling it. Then the bartering system takes care of the rest. That's the most fun IMO. It could even end up as "I'll fight you for it", which basically means you loot the guy after. Yeah, I don't like the generation tables in the DMG or, especially, in the Monster Manual. There is simply more to it than what they include and the MM's balancing is kooky IMO. I do like random generation for the sheer uniqueness of results and then drawing backgrounds up for how the stuff came to be there. Goods and services are covered already in the books, so creation of mundane items is simply generating a dynamic society where all of this is accounted for. Based upon resources, like creature training and crafting supplies, we get costs and availability for a region and surrounding regions too. Backgrounds for every culture that came before can be tossed in too for found artifacts (the mundane kind) and a people's sort of starting treasure. I totally agree the prices here should be variable, but I use the barter system again and prices go up and down according to many factors, not just good or bad deals. [/QUOTE]
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