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I'm sure this has been done before....gates/teleports/lots of magic....attracting unwelcome attention...
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<blockquote data-quote="Steampunkette" data-source="post: 8392829" data-attributes="member: 6796468"><p>So let's see... I'd probably break this down into two separate sections:</p><p></p><p><strong>Regional Instability:</strong> Places where powerful magics have been used many times grow strange. This can manifest in things like Hauntings, where the veil between life and death is thin, but also locales that are demon-haunted, specifically. While demons do not physically prowl in such a location, they can affect the world with horror and pain through the thinning veil, and will do whatever they can to make it thinner. Once it reaches a certain point, they can possess people foolish enough to spend significant time in such a place.</p><p></p><p>Regional Instability is a value on a d20 that a DM assigns to an area before the adventure starts. Each day that creatures are within the area, the DM rolls to check whether or not something on the other side notices them. In a demon-haunted locale such notice is immediately malicious and can manifest in hallucinations, physical harm (Useless expenditure of Hit Dice), and more. While undead and other things tend to haunt toward a less violent purpose. With a high enough roll, or enough further thinning of the veil through magic, the entities on the other side -can- punch through.</p><p></p><p>Further, whenever certain kinds of magic are used in the unstable area, make a d20 roll against the rating. If you roll below the Regional Instability, your spell allows things from the other side to burst loose.</p><p></p><p>Someone entering an area of Regional Instability who has a higher Personal Stability rating than the region -automatically- attracts attention from whatever is near the thinning veil.</p><p></p><p><strong>Personal Instability:</strong> Powerful characters, by their very nature, attract attention through the veil. Each character has a Personal Instability rating based on their level and abilities, as well as their actions.</p><p></p><p>Full Spellcasters have an Instability Rating equal to their Level.</p><p>Half-Casters, such as Eldritch Knights and Arcane Tricksters, have an Instability rating equal to 3/4 of their level.</p><p>All other characters have an Instability rating equal to 1/2 their hit dice.</p><p></p><p>This baseline is then modified by character actions.</p><p></p><p>Notable success +1. If you've saved a Nobleman, for example, or defeated a powerful creature.</p><p>Ritual Caster +1: If you've taken part in Ritual Magic within the last month.</p><p>Crossed the Veil +2: If you're a Planetouched character, or you've been resurrected from death.</p><p></p><p>I feel like that makes a solid basis for such a system?</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8392829, member: 6796468"] So let's see... I'd probably break this down into two separate sections: [B]Regional Instability:[/B] Places where powerful magics have been used many times grow strange. This can manifest in things like Hauntings, where the veil between life and death is thin, but also locales that are demon-haunted, specifically. While demons do not physically prowl in such a location, they can affect the world with horror and pain through the thinning veil, and will do whatever they can to make it thinner. Once it reaches a certain point, they can possess people foolish enough to spend significant time in such a place. Regional Instability is a value on a d20 that a DM assigns to an area before the adventure starts. Each day that creatures are within the area, the DM rolls to check whether or not something on the other side notices them. In a demon-haunted locale such notice is immediately malicious and can manifest in hallucinations, physical harm (Useless expenditure of Hit Dice), and more. While undead and other things tend to haunt toward a less violent purpose. With a high enough roll, or enough further thinning of the veil through magic, the entities on the other side -can- punch through. Further, whenever certain kinds of magic are used in the unstable area, make a d20 roll against the rating. If you roll below the Regional Instability, your spell allows things from the other side to burst loose. Someone entering an area of Regional Instability who has a higher Personal Stability rating than the region -automatically- attracts attention from whatever is near the thinning veil. [B]Personal Instability:[/B] Powerful characters, by their very nature, attract attention through the veil. Each character has a Personal Instability rating based on their level and abilities, as well as their actions. Full Spellcasters have an Instability Rating equal to their Level. Half-Casters, such as Eldritch Knights and Arcane Tricksters, have an Instability rating equal to 3/4 of their level. All other characters have an Instability rating equal to 1/2 their hit dice. This baseline is then modified by character actions. Notable success +1. If you've saved a Nobleman, for example, or defeated a powerful creature. Ritual Caster +1: If you've taken part in Ritual Magic within the last month. Crossed the Veil +2: If you're a Planetouched character, or you've been resurrected from death. I feel like that makes a solid basis for such a system? [/QUOTE]
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I'm sure this has been done before....gates/teleports/lots of magic....attracting unwelcome attention...
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