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<blockquote data-quote="the Jester" data-source="post: 5567577" data-attributes="member: 1210"><p>For the record, I'm running another session of this tonight. The party is most likely going to get tricked into a trap that sends them into a megadungeon (level 3), but if they're clever they may avoid it. I hope not! I've got a ton of things in the dungeon that look like they'll work with the system, but I need to see.</p><p></p><p>Stuff like:</p><p></p><p>Diseases</p><p>Poison (for weapons)</p><p>Places that clever pcs can frivolously expend money for xp</p><p>Curses</p><p>Traps</p><p>Tricks</p><p>A lot of chances to make ability checks and check how the skill system works</p><p>A ton of new monsters</p><p>The treasure system (I've added a "typical treasure" line to each monster entry)</p><p></p><p>Whew! We'll see! It should also really help push an old-school approach to dungeoneering; there are empty rooms, in contrast to most 2e, and especially 3e and later, dungeons. Lots of exploration options; things that require clever player thinking; etc. </p><p></p><p>It should be fun, I'll letcha know how it goes. </p><p></p><p>Here are a few examples of typical treasure lines from existing monsters. As you can see, in some cases it's straight "x amount of money", kind of equivalent to the individual treasure types in 1e (IIRC J, K, L, M, etc.) Sometimes it's for each creature; sometimes there is only treasure in an encounter with a group.</p><p></p><p>(for the troll) </p><p><strong>Typical Treasure</strong> 35% chance each: 1d10x1000 cp, 1d10x1000 sp, 1d10x500 ep, 1d6x500 gp, 1d6x100 pp, 1d8 gems, 1d4 art objects, 1 magic item.</p><p></p><p>(for the orc)</p><p><strong>Typical Treasure</strong> 2d8 sp, 1d6 ep.</p><p></p><p>(for the orc champion)</p><p><strong>Typical Treasure</strong> 5d6 gp, 2d4 pp. 25% chance: 1 magic item.</p><p></p><p>(for the ghoul)</p><p><strong>Typical Treasure</strong> (Group of four or more) 50% chance each: 1d10x1000 cp, 1d10x1000 sp, 1d6x500 ep, 2d4x250 gp. 25% chance: 1d4 gems, 1d6 trade goods, 1d2 magic items.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5567577, member: 1210"] For the record, I'm running another session of this tonight. The party is most likely going to get tricked into a trap that sends them into a megadungeon (level 3), but if they're clever they may avoid it. I hope not! I've got a ton of things in the dungeon that look like they'll work with the system, but I need to see. Stuff like: Diseases Poison (for weapons) Places that clever pcs can frivolously expend money for xp Curses Traps Tricks A lot of chances to make ability checks and check how the skill system works A ton of new monsters The treasure system (I've added a "typical treasure" line to each monster entry) Whew! We'll see! It should also really help push an old-school approach to dungeoneering; there are empty rooms, in contrast to most 2e, and especially 3e and later, dungeons. Lots of exploration options; things that require clever player thinking; etc. It should be fun, I'll letcha know how it goes. Here are a few examples of typical treasure lines from existing monsters. As you can see, in some cases it's straight "x amount of money", kind of equivalent to the individual treasure types in 1e (IIRC J, K, L, M, etc.) Sometimes it's for each creature; sometimes there is only treasure in an encounter with a group. (for the troll) [B]Typical Treasure[/B] 35% chance each: 1d10x1000 cp, 1d10x1000 sp, 1d10x500 ep, 1d6x500 gp, 1d6x100 pp, 1d8 gems, 1d4 art objects, 1 magic item. (for the orc) [B]Typical Treasure[/B] 2d8 sp, 1d6 ep. (for the orc champion) [B]Typical Treasure[/B] 5d6 gp, 2d4 pp. 25% chance: 1 magic item. (for the ghoul) [B]Typical Treasure[/B] (Group of four or more) 50% chance each: 1d10x1000 cp, 1d10x1000 sp, 1d6x500 ep, 2d4x250 gp. 25% chance: 1d4 gems, 1d6 trade goods, 1d2 magic items. [/QUOTE]
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