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Post by oversoul on Feb 24, 2008 18:20:19 GMT -5
Alright all. This weekend I did a proofread of DP and got out all the little typoes...I think. Anyway I am now writting a few additional little bits to finish out DP for the final version, starting with a bit about mapping.
What I am at an impass with is the quest creation system. How do I point all the little different parts of the game? I thought I might open a new discussion on it and listen to what some of yall have to say. This is the only real hold up in the process.
I know I want the total number of possible points to be governed by the level of the adventurers going to take it on. I am still pondering myself and will keep yall informed.
Oh one last thing! I am looking for photos to add to the game pdf. If you have some, post them! There are some rules to it though. First the photos must be of our minis and tiles. Second have a game section in mind where you think the photo best shows what the section is describing and third have a caption and photo credit with it. We will pick some to add to the pdf
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Post by oversoul on Feb 25, 2008 18:51:58 GMT -5
Here is what I am thinking: You pick a level dungeon you want to create. EX: A dungeon for 4th level characters. That tells you how many points you have to create your quest.
You start with the location chart each type of location has a point value. You select the die you want to use for the chart. Every time you add a particular location to the chart you subtract that many points from your total. This includes the special location directives on the chart.
You then do the same thing for all other charts on the quest sheet. Points for rooms will more or less be arbitrary. There is no real formula you can use for special and unique rooms. The basic rooms can increase cost by number of doors.
Traps are pretty much the same way. With locks, monsters, and treasure it gets a little easier. Locks I simple use the difficulty. I can use XP to determine the cost for monsters on charts since this represents roughly how potential they are in play. For treasure I will use the gold piece equivelant to figure their cost.
If I go this route, this leaves two factors to work in. First the die used for each chart should factor in. I am thinking the lower the die the higher the cost. Why? With a smaller die you have a higher chance of getting any certain result. Finally their is the plot counter which is very important. The counter determines how many times you will roll in the game and thus how many rooms you will find, in which you will gain XP and treasure. Still have nothing here.
I am still look for ideas this is just a theory at this point and is not set in stone.
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