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Dealing with rogue solo burglaring in town
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<blockquote data-quote="NotActuallyTim" data-source="post: 6758142" data-attributes="member: 6804638"><p>If you're crazy, you could try making a downtime table yourself just for that kind of thing. Here's one I just whipped up for this response.</p><p></p><p>Theft downtime table (intended for major cities and metropoli):</p><p></p><p>You spend only a day stealing things. Results may vary.</p><p></p><p>1-15: You earn but a pittance from pick pocketing. Gain 15 copper. Guess crime doesn't always pay.</p><p>16-40: The fuzz! Enter a chase scene with 1d4 guards. (Reduce the probability of this occurrence by the number of levels they have in the Rogue class)</p><p>41-50: A lazy merchant earns very little when clever criminals roll into town. Gain 3d6 silver from unguarded valuables. (Increase this by the number of levels they have in the Rogue class)</p><p>51-55: Bankers beware. You learn of a potential major haul coming into town while successfully skulking around. Gain 2d6 silver.</p><p>56-70: A fat purse found, a fools loss. Gain 10d12 gold and a free roll on the carousing table, if you desire to celebrate. Increases 'Heat' by an additional 10 points.</p><p>71-85: Rivals and legbreakers. Roll initiative for a solo scuffle with 1d4 Thugs.</p><p>86-100: What madness is this? Roll on Magic Item Table A and claim a prize...and an enemy.</p><p></p><p>Heat: Heat is an amount from 0 to 100. Whenever you steal anything in a settlement, you increase the Heat score of that region of the settlement by 1d6 points. If heat is above 0, roll on that when you roll on a theft downtime table of any kind. If the roll is equal to or less than heat, you encounter 2d4 guards on patrol. These guards don't necessarily recognize your character as criminal they're looking for, but they make any attempts at criminal activity unwise. Even if they leave, they'll still be close to return quickly in the event someone realizes that unlawful activity is occurring and shouts for help.</p><p></p><p></p><p>Now, that's probably not going to fit your exact situation. For example, maybe every city deserves it's on special thieving table. Or maybe the probabilities are slanted in a way you don't like. Or maybe you want people to spend more time on theft. Or...something else that concerns you. But coming up with a table to deal with this isn't so hard as long as you only spend time on the interesting details.</p><p></p><p>EDITED: Changed to improve post quality.</p></blockquote><p></p>
[QUOTE="NotActuallyTim, post: 6758142, member: 6804638"] If you're crazy, you could try making a downtime table yourself just for that kind of thing. Here's one I just whipped up for this response. Theft downtime table (intended for major cities and metropoli): You spend only a day stealing things. Results may vary. 1-15: You earn but a pittance from pick pocketing. Gain 15 copper. Guess crime doesn't always pay. 16-40: The fuzz! Enter a chase scene with 1d4 guards. (Reduce the probability of this occurrence by the number of levels they have in the Rogue class) 41-50: A lazy merchant earns very little when clever criminals roll into town. Gain 3d6 silver from unguarded valuables. (Increase this by the number of levels they have in the Rogue class) 51-55: Bankers beware. You learn of a potential major haul coming into town while successfully skulking around. Gain 2d6 silver. 56-70: A fat purse found, a fools loss. Gain 10d12 gold and a free roll on the carousing table, if you desire to celebrate. Increases 'Heat' by an additional 10 points. 71-85: Rivals and legbreakers. Roll initiative for a solo scuffle with 1d4 Thugs. 86-100: What madness is this? Roll on Magic Item Table A and claim a prize...and an enemy. Heat: Heat is an amount from 0 to 100. Whenever you steal anything in a settlement, you increase the Heat score of that region of the settlement by 1d6 points. If heat is above 0, roll on that when you roll on a theft downtime table of any kind. If the roll is equal to or less than heat, you encounter 2d4 guards on patrol. These guards don't necessarily recognize your character as criminal they're looking for, but they make any attempts at criminal activity unwise. Even if they leave, they'll still be close to return quickly in the event someone realizes that unlawful activity is occurring and shouts for help. Now, that's probably not going to fit your exact situation. For example, maybe every city deserves it's on special thieving table. Or maybe the probabilities are slanted in a way you don't like. Or maybe you want people to spend more time on theft. Or...something else that concerns you. But coming up with a table to deal with this isn't so hard as long as you only spend time on the interesting details. EDITED: Changed to improve post quality. [/QUOTE]
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