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<blockquote data-quote="Limiate" data-source="post: 5604947" data-attributes="member: 88970"><p>/casts raise dead on thread</p><p></p><p>Hi all. While I haven’t been in the forums for a bit, I have been slowly working on Defending the Dungeon. I’m currently trying to flesh out the non-combat activities of the dungeon denizens and fill out the rooms and objects available to the players.</p><p></p><p>I’ve got 4 tasks available which are reliant on each other: Gathering > Building > Crafting > Protecting. Each of the task categories have sub tasks that are based on each ability score. Here they are, each sub skill in the order of STR, DEX, CON, INT, WIS, CHA:</p><p></p><p>Gathering: Lumberjack, Hunting, Mining, Ritual Materials, Foraging, Recruiting</p><p></p><p>Building: Construction, Setup/Rearm Traps, Labor, Ritual Casting, Religion, Overseer</p><p></p><p>Crafting: Smithing, Carpenter/Mason/Tinker, Smelting, Research Ritual, Cook, Breed</p><p></p><p>Protecting: Train, Scout, Guard, Reputation, Countermeasures, Leadership</p><p></p><p>I’ll go into detail on those later or if someone reading this wants clarification.</p><p>I’ve also compiled a list of rooms that are dependant on the tasks and classic to the dungeon narriative. If anyone sees something missing, I would certainly appreciate you letting me know! Here is my current list of rooms:</p><p></p><p>Lair, Lair II, Barracks, Quarters, Storage, Dry Storage, Vault, Kitchen, Mess Hall, Workshop, Forge, Forge II, Forge III, Tinker’s Shop, Library, Laboratory, Idol, Shrine, Temple, Guard Post, Dump, Training Room, Well, Fountain, Prison Cell, Torture Chamber</p><p></p><p>As a requirement, the rooms will require excavation for the space (Mining), building of the room (construction) and various furniture (crafting) to functions. Some rooms have requirements integrated as well, for example, to build a laboratory, a forge II must exist, a library must exist and at a minimum, there needs to be one chair, a table and shelves.</p><p></p><p>My current furniture list is as follows:</p><p>Anvil, Bedding, Bellows, Bookshelf, Chair, Chamber Pot, Container (Barrel, Crate, Chest), Door, Fireplace, Flooring, Lock, Paneling, Shelves, Table</p><p>Water Basin</p><p></p><p>Alchemical Items, Rituals, Armor, Items, Weapons and Magic Items will all come from the books, so I don’t have to worry about them. What I do need to come up with is an “exchange rate” or sorts from the dungeon’s resource system to the cost of an item in the books. Since GP are primarily used to represent value, I might do that but something just doesn’t feel right about that. I’ll keep picking at it and see what I end up with, suggestions are very welcomed if you have them.</p><p></p><p>Thanks for reading!</p></blockquote><p></p>
[QUOTE="Limiate, post: 5604947, member: 88970"] /casts raise dead on thread Hi all. While I haven’t been in the forums for a bit, I have been slowly working on Defending the Dungeon. I’m currently trying to flesh out the non-combat activities of the dungeon denizens and fill out the rooms and objects available to the players. I’ve got 4 tasks available which are reliant on each other: Gathering > Building > Crafting > Protecting. Each of the task categories have sub tasks that are based on each ability score. Here they are, each sub skill in the order of STR, DEX, CON, INT, WIS, CHA: Gathering: Lumberjack, Hunting, Mining, Ritual Materials, Foraging, Recruiting Building: Construction, Setup/Rearm Traps, Labor, Ritual Casting, Religion, Overseer Crafting: Smithing, Carpenter/Mason/Tinker, Smelting, Research Ritual, Cook, Breed Protecting: Train, Scout, Guard, Reputation, Countermeasures, Leadership I’ll go into detail on those later or if someone reading this wants clarification. I’ve also compiled a list of rooms that are dependant on the tasks and classic to the dungeon narriative. If anyone sees something missing, I would certainly appreciate you letting me know! Here is my current list of rooms: Lair, Lair II, Barracks, Quarters, Storage, Dry Storage, Vault, Kitchen, Mess Hall, Workshop, Forge, Forge II, Forge III, Tinker’s Shop, Library, Laboratory, Idol, Shrine, Temple, Guard Post, Dump, Training Room, Well, Fountain, Prison Cell, Torture Chamber As a requirement, the rooms will require excavation for the space (Mining), building of the room (construction) and various furniture (crafting) to functions. Some rooms have requirements integrated as well, for example, to build a laboratory, a forge II must exist, a library must exist and at a minimum, there needs to be one chair, a table and shelves. My current furniture list is as follows: Anvil, Bedding, Bellows, Bookshelf, Chair, Chamber Pot, Container (Barrel, Crate, Chest), Door, Fireplace, Flooring, Lock, Paneling, Shelves, Table Water Basin Alchemical Items, Rituals, Armor, Items, Weapons and Magic Items will all come from the books, so I don’t have to worry about them. What I do need to come up with is an “exchange rate” or sorts from the dungeon’s resource system to the cost of an item in the books. Since GP are primarily used to represent value, I might do that but something just doesn’t feel right about that. I’ll keep picking at it and see what I end up with, suggestions are very welcomed if you have them. Thanks for reading! [/QUOTE]
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