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<blockquote data-quote="gpetruc" data-source="post: 1123273" data-attributes="member: 2255"><p>Great idea.</p><p>Some time ago I was considering to give "levels" to areas such as magical forests, and I tried to use "shop ability checks" to determine if some exotic items where present.</p><p></p><p>I don't think Hamleth should be a template (or the other base city sizes). Magical, instead, works well as a template.</p><p></p><p>Let's suppose every city has a size (or level, you choose) that might go from lvl 1 thorp to lvl 20+ very large cities (metropolis are epic). </p><p></p><p>1) They gain a number of citizen based on the size: let's assume at every level they gain city-level x d100 people. </p><p>It means 55 ppl at level 1, about 800 at lvl 5, 3000 at level 10, 6600 at level 15 and 11550 at level 20. </p><p>(maybe with some feat or template they could have a smaller or larger HD)</p><p></p><p>2) Then they should have some skills ...</p><p>For things like craft, profession and knowledge skills is easy: the city skill bonus could be either the best skill bonus you can find for hire in that city (so if you want an answer to a DC 30 question you should go in a city with Knowledge +20 to have a 50% chance)</p><p></p><p>still, a better mathematic formula should be used.</p><p></p><p>3) Using something like the table for the Authority feat you could have an idea of the militia ...</p><p></p><p>Still, I don't know if cities should have standard mental ability scores, or use a different set of abilities (such as Power, Discipline, Wealth, ...).</p><p>Using different classes (and PrC !?) could also be feasible, maybe a bit complex (for example we could have classes like Rural Settlement, Trade Center, Military Base, Mining Town, and a Capital PrC)</p><p></p><p>Templates could modify the city because of other influences (high magic area, savage inhabited village, desert settlement, ghost town)</p><p></p><p>I really like the idea</p><p></p><p>I don't know Brithright ... how did it work ?</p></blockquote><p></p>
[QUOTE="gpetruc, post: 1123273, member: 2255"] Great idea. Some time ago I was considering to give "levels" to areas such as magical forests, and I tried to use "shop ability checks" to determine if some exotic items where present. I don't think Hamleth should be a template (or the other base city sizes). Magical, instead, works well as a template. Let's suppose every city has a size (or level, you choose) that might go from lvl 1 thorp to lvl 20+ very large cities (metropolis are epic). 1) They gain a number of citizen based on the size: let's assume at every level they gain city-level x d100 people. It means 55 ppl at level 1, about 800 at lvl 5, 3000 at level 10, 6600 at level 15 and 11550 at level 20. (maybe with some feat or template they could have a smaller or larger HD) 2) Then they should have some skills ... For things like craft, profession and knowledge skills is easy: the city skill bonus could be either the best skill bonus you can find for hire in that city (so if you want an answer to a DC 30 question you should go in a city with Knowledge +20 to have a 50% chance) still, a better mathematic formula should be used. 3) Using something like the table for the Authority feat you could have an idea of the militia ... Still, I don't know if cities should have standard mental ability scores, or use a different set of abilities (such as Power, Discipline, Wealth, ...). Using different classes (and PrC !?) could also be feasible, maybe a bit complex (for example we could have classes like Rural Settlement, Trade Center, Military Base, Mining Town, and a Capital PrC) Templates could modify the city because of other influences (high magic area, savage inhabited village, desert settlement, ghost town) I really like the idea I don't know Brithright ... how did it work ? [/QUOTE]
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