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Post by 2500kgm3 on Jan 26, 2011 6:41:35 GMT -5
Hi! I am a fan of Dungeon Crawlers, and found the site after looking and comparing among several commercial and print-and-play boardgames in order to add a Dungeon Crawler to my game list. I have to say, this game is the one who was closer to what I wanted to purchase, so I have to thank you all for your effort in building this game. I did not want to introduce myself with empty hands, however, so I thought I would bring you something, trying to contribute to the gaming experience of every other player Because of that, I bring you this PDF with rules to create random magic items, hoping it will enhance your gaming experience. I am open to any suggestions and feedback, of course. EDIT: THIS PDF IS FOR VERSION 1.0 VERSION 1.1 CAN BE FOUND ON THE FOURTH POST OF THIS THREAD. Attachments:
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Post by 2500kgm3 on Jan 26, 2011 7:29:35 GMT -5
Since I am afraid of deleting my previous attached file if I modify the post, I reply to give you a preview of what can be found on the PDF: I tried to make it fit the style of the Dungeon Plungin' documentation
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Jan 26, 2011 9:38:24 GMT -5
This is absolutely amazing! I will definetly use this! Thank you! Just a quick question: I haven't really checked the details, but have you considered the "level" of the rolled treasure? I mean, how do treasures scale when the dungeons get tougher? Is it possible for a starter character in a level 1 quest to find a god-like powerfull item locked at the first chest? Anyway, this is awesome! And welcome to the forums!
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Post by 2500kgm3 on Jan 27, 2011 10:00:24 GMT -5
Just a quick question: I haven't really checked the details, but have you considered the level of the rolled treasure? I mean, how do treasures scale when the dungeons get tougher? Is it possible for a starter character in a level 1 quest to find a god-like powerfull item locked at the first chest? Err... yes, it is possible indeed to find powerful items in the first chest. I had not taken into account dungeon difficulty. My intention was for the heroes to find items to be very rare. And then, due to how odds are integrated into the charts, only 50% of these items will have some special rule, the others being standard items. And that being rare is ok, since you are getting items with a value of 10-40 gold in average. As you will surely see, none of the special rules of the starting "word" are really ground-breaking (maybe "poisoned..."?), but more of minor tweaks that add character to the items. In addition, the chance to get any of the extreme words at the lower or higher values of the table is realy small. The same happens with the "item" table. You will find a lot of daggers, but the chance to find a platemail is not higher than 3% Aplying modifiers to these two tables is not easy, since the rolls you want to get are either as low as possible or as high as possible. That means there will be no modification of the "initial word" or "item" charts. However, I have considered your comments and uploaded another file attached to this post (version1.1) with modifications to the later tables in order to make results which double the effects of the latter "words" impossible to get in early levels, and added a new, even more powerful result for latter levels. Therefore, the supplement now support dungeons until level 10. I hope you find in your games the lots of mistakes I have surelly commited when creating the supplement and report them in this thread so they can be solved! Thanks a lot! Attachments:
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Post by brynbrenainn on Jan 27, 2011 11:11:54 GMT -5
;D What an introduction! Your 'item maker' is very cool! I like it a lot. A big welcome to the forum! /PJ
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Post by shaungamer on Jan 29, 2011 3:47:00 GMT -5
Very Well done!!! Oh ... and welcome!
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