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<blockquote data-quote="Grundgen" data-source="post: 4742063" data-attributes="member: 63356"><p>Heh, Im nearing the end of some school papers so free time has been peeking through here and there...yesterday I typed out the DMG's rules for random dungeons, and created a deck of cards for encounters (following their suggestion, and I wrote on a deck of playing cards)...For example: a card might say "Skirmisher: Level + 2" or "Bad Luck: Lose 1 Healing Surge" So the game goes like this...</p><p></p><p>Lets say you wanted to just hang out and fight stuff together with friends...while vaguely playing D&D. Make up characters (which we will keep using and leveling up as normal). Then collectively come up with a loose theme...ex: "Our party finds itself at the entrance of a evil wizards tomb" (whatever it is). Then come up with a "goal." ex: "Find the Golden Chalice of Moist Dreams" **This is the part I want to brainstorm some mechanic for (which I will come back to)**</p><p></p><p>Heres where you start the random dungeon rolling using the DMG charts I added some stuff too. I did a quick one here at work, which cracked me up, but was kind of cool...I rolled for the "Corridor" and got a 4...which means "immediately ends in a door" cool, this dungeon is sealed off...Then I rolled for the door type...16, Iron Door, stuck...neat, right off the bat, time to use a skill to open. Next I rolled a 12 to see whats beyond the door...A Chamber...Roll again...11...its an 8 x 8 Octagon with (next rolled a 3) No exits, and (roll again 10) a large fountain...and (rolled 7) no treasure. So, it seems to be more of a sealed Crypt than dungeon...For playing together, I decided that each time you rolled a Chamber, there would be a fight.</p><p></p><p>On to the Encounter Deck...You draw 1 card for each person in the party and find monsters that fill the role/level of what you draw. Maybe the players take turns running the monsters (however to divide it up) and fight it out. Hopefully win, get xp and keep going! I made a small "Extended Rest Table" as well...to represent wandering monsters and such while trying to rest in the dungeon. </p><p></p><p>I am wondering if there is a way to create rules for a Major and Minor quest...since the encounter deck is made form playing cards, maybe a "quest" is completed by creating a Full House...or some other hand...ooh, maybe the better the hand, the better the reward...ex: a straight gets everyone a magic item...extra surges whatever...the group could maybe "turn in" a hand at any time...maybe 2 of a kind gets you a healing potion...</p><p></p><p>Ok, I will stop now...I have no idea if any of this makes sense...Mostly wondering if there are any other great ideas out there to tweak things some. These rules sort of create a more 'boardgame' style...similar to Arkham Horror...I would much rather play as an RPG, but newborns have lessened the time we have together a great deal, so this may be a decent alternative...heh, maybe there is a way to make a 'social encounter' deck as well...</p></blockquote><p></p>
[QUOTE="Grundgen, post: 4742063, member: 63356"] Heh, Im nearing the end of some school papers so free time has been peeking through here and there...yesterday I typed out the DMG's rules for random dungeons, and created a deck of cards for encounters (following their suggestion, and I wrote on a deck of playing cards)...For example: a card might say "Skirmisher: Level + 2" or "Bad Luck: Lose 1 Healing Surge" So the game goes like this... Lets say you wanted to just hang out and fight stuff together with friends...while vaguely playing D&D. Make up characters (which we will keep using and leveling up as normal). Then collectively come up with a loose theme...ex: "Our party finds itself at the entrance of a evil wizards tomb" (whatever it is). Then come up with a "goal." ex: "Find the Golden Chalice of Moist Dreams" **This is the part I want to brainstorm some mechanic for (which I will come back to)** Heres where you start the random dungeon rolling using the DMG charts I added some stuff too. I did a quick one here at work, which cracked me up, but was kind of cool...I rolled for the "Corridor" and got a 4...which means "immediately ends in a door" cool, this dungeon is sealed off...Then I rolled for the door type...16, Iron Door, stuck...neat, right off the bat, time to use a skill to open. Next I rolled a 12 to see whats beyond the door...A Chamber...Roll again...11...its an 8 x 8 Octagon with (next rolled a 3) No exits, and (roll again 10) a large fountain...and (rolled 7) no treasure. So, it seems to be more of a sealed Crypt than dungeon...For playing together, I decided that each time you rolled a Chamber, there would be a fight. On to the Encounter Deck...You draw 1 card for each person in the party and find monsters that fill the role/level of what you draw. Maybe the players take turns running the monsters (however to divide it up) and fight it out. Hopefully win, get xp and keep going! I made a small "Extended Rest Table" as well...to represent wandering monsters and such while trying to rest in the dungeon. I am wondering if there is a way to create rules for a Major and Minor quest...since the encounter deck is made form playing cards, maybe a "quest" is completed by creating a Full House...or some other hand...ooh, maybe the better the hand, the better the reward...ex: a straight gets everyone a magic item...extra surges whatever...the group could maybe "turn in" a hand at any time...maybe 2 of a kind gets you a healing potion... Ok, I will stop now...I have no idea if any of this makes sense...Mostly wondering if there are any other great ideas out there to tweak things some. These rules sort of create a more 'boardgame' style...similar to Arkham Horror...I would much rather play as an RPG, but newborns have lessened the time we have together a great deal, so this may be a decent alternative...heh, maybe there is a way to make a 'social encounter' deck as well... [/QUOTE]
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