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General Tabletop Discussion
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capturing the feel of a big city
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<blockquote data-quote="Quickleaf" data-source="post: 2411573" data-attributes="member: 20323"><p>You know, I have two crazy ideas that might just be what you're looking for.</p><p></p><p>#1 -- You can get lost in the city. Avoiding getting lost requires a Knowledge (local) check (or just an INT check), with a DC depending on what district you're in. Use the rules in the SRD Wilderness and Environment section as inspiration, perhaps increase chance of dangerous random encouners (muggers, wandering into enemy's HQ) while lost.</p><p></p><p>Convenient district with street signs and friendly people (DC 2)</p><p>Industrial district with surly folk and many alleys (DC 10)</p><p>Slum or ghetto with suspicious people and tangled houses (DC 15)</p><p>Labyrinthine thieves' district with secret passages (DC 20)</p><p></p><p>It is raining heavily +2</p><p>It is at night (+3 if there is poor street lighting, +1 if there is good lighting)</p><p>A fog sets in +5</p><p></p><p>#2 -- Allow PCs to make a skill check to locate a type of store, with a DC based on the store's rarity in your campaign, and allow them to describe the site, who their PC knows, how they know about the place, etc. Knowledge (local) and Gather Information are likely candidates, though for a church you may allow a PC to use Knowledge (religion) or for a spell components shop Knowledge (arcana). An example of DCs...</p><p></p><p>Industrial/steam-mech forger/royal smith (DC 14)</p><p>Spell component dealer/talismonger (DC 15)</p><p>Illegal operations/thieves guild (DC 16)</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2411573, member: 20323"] You know, I have two crazy ideas that might just be what you're looking for. #1 -- You can get lost in the city. Avoiding getting lost requires a Knowledge (local) check (or just an INT check), with a DC depending on what district you're in. Use the rules in the SRD Wilderness and Environment section as inspiration, perhaps increase chance of dangerous random encouners (muggers, wandering into enemy's HQ) while lost. Convenient district with street signs and friendly people (DC 2) Industrial district with surly folk and many alleys (DC 10) Slum or ghetto with suspicious people and tangled houses (DC 15) Labyrinthine thieves' district with secret passages (DC 20) It is raining heavily +2 It is at night (+3 if there is poor street lighting, +1 if there is good lighting) A fog sets in +5 #2 -- Allow PCs to make a skill check to locate a type of store, with a DC based on the store's rarity in your campaign, and allow them to describe the site, who their PC knows, how they know about the place, etc. Knowledge (local) and Gather Information are likely candidates, though for a church you may allow a PC to use Knowledge (religion) or for a spell components shop Knowledge (arcana). An example of DCs... Industrial/steam-mech forger/royal smith (DC 14) Spell component dealer/talismonger (DC 15) Illegal operations/thieves guild (DC 16) [/QUOTE]
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