Visualizzazione post con etichetta encumbrance. Mostra tutti i post
Visualizzazione post con etichetta encumbrance. Mostra tutti i post

giovedì 22 luglio 2021

Overland Travel for Knave

This post. specifically the part about movement costs, made me reflect on something.

In Knave, a PC can carry items equal to their Constitution Defense, minimum 11, maximum 20. These numbers look like the maximum Movement rate per travelling day (120') and the maximum if the PCs go for a forced march (180') in B/X.

These numbers are also close to B/X's maximum load of 1,600 coins, if we assume 100 coins/slot. 

If we combine these rules with the post on Movement Cost above, plus another common rule of Fatigue taking slot space, we can devise a system where each hex travelled weighs you down with Fatigue, that respects B/X movement rates, simplifying them.

How is this simpler? You won't have to ask who is the slowest in the party. PCs will simply fill their inventory slots each hex until someone claims they can't go on anymore. You won't have to write the movement rate on the character sheet, nor lose time tracking when it's raised or lowered. because all these information will be covered by the inventory.


Rules:

Fatigue cost:

[Terrain type, Example Terrain, Fatigue (per hex, per PC)]

Easy: Roads etc, 2 Fatigue
Average: Clear, Grasslands, Trail, etc., 3 Fatigue
Moderate: Forest, Hills, Desert, etc., 4 Fatigue
Difficult: Mountains, Jungle, Swamp, etc., 6 Fatigue  


Rest:

Every 2h of rest removes 3 Fatigue. All Fatigue is removed after a week spent at a safe haven.


Optional rules:

Mounts:

Mounts can carry a big load, but the Fatigue Cost is multiplied.

[Animal type, Slots, Fatigue modfier]

Camel, 60 slots, x3 Fatigue (x1 in deserts)
Riding horse, 60 slots, x2 Fatigue (Horses suffer 1d6 damage per Fatigue Point after 12)
Draft Horse, 90 slots, x6 Fatigue
War horse, 80 slots, x4 Fatigue
Mule, 40 slots, x2 Fatigue

A human being weighs as much as their Constitution Defense, or 10+HD if it's an NPC.


Vehicles can only travel on roads.

Cart (minimum 2 mules or 1 draft horse ), 90 slots, +20 Fatigue
Wagon (minimum 4 mules or 2 draft horses), 300 slots, +70 Fatigue


Dungeon exploration:

Instead of counting the squares, use an overloaded encounter die, rolled every time the PCs change location, spend time in a location or make noise.
You can increase the chances of an encounter if the PCs are wearing heavy armour or if they're transporting treasure.


Evasion and pursuit:

In chase situations, the PCs can reach or shake the enemy off by taking more Fatigue Points than the enemy's Movement Rate.

Example: An Ogre, with Movement 90', is chasing the party. If they want to shake it off, they'll have to take on 10 Fatigue each, or think of something else. If they take 9 they can lead the Ogre somewhere. If they don't take any, the Ogre will reach them.

A short Rest of 10 minutes has a 1in4 chance of removing 1 Fatigue.



I'm really ctious about your thoughts, please leave a comment.

domenica 13 giugno 2021

Convert Treasure to Macchiato Monsters


If you need help converting treasure from a module to Macchiato Monsters' risk dice system, here's a guide. Just pick the closest value. This is written with B/X prices for gear in mind, so gold standard.


sp = silver pieces; gp = gold pieces


c = copper; s = silver; e = electrum; g = gold; p = platinum; m = mythium


1 sp = Δ4c


2 sp = Δ6c


4 sp = Δ8c


~1 gp = Δ10c


~2 gp = Δ12c/Δ4s


~3 gp = Δ6s


~6 gp = Δ8s


~12 gp= Δ10s


~30 gp = Δ12s/Δ4e


~50 gp = Δ6e


~100 gp = Δ8e


~200 gp = Δ10e


~400 gp = Δ12e/Δ4g


~1,000 gp = Δ6g


~2,000 gp = Δ8g


~3,000 gp = Δ10g


~7,000 gp = Δ12g/Δ4p


~12,000 gp = Δ6p


~20,000 gp = Δ8p


~50,000 gp = Δ10p


~100,000 gp = Δ12p/Δ4m


~200,000 gp = Δ6m


~400,000 gp = Δ8m


~800,000 gp= Δ10m


~2,000,000 gp= Δ12m



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Let's roll a random B type treasure:


-2,000 ep, equal to 1,000 gp, so Δ6g

-4 pieces of jewelry (600; 1,000; 1,100 and 1,300 gp respectively). I'm gonna say  the players are gonna get Δ6g for each one sold.


---


And there you go, I hope this was useful. I like how this risk die system reduces bookkeeping, although it takes away from the harsh choice of how much treasure to bring out of the dungeon. Finding a valuable gem that packs huge value in a small space is not the same when you can transport thousands of coins in a single slot. It's a tough choice.

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