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Post by ultros64 on Feb 24, 2013 12:25:29 GMT -5
So I'm working on some cards to help alleviate all the table dependance when constructing dungeons. It's not too far into the project (like... half an hour maybe), but I'm trying to figure out how to condense the dungeon layout and the door layout into one draw. But Great Doors are becoming an issue. Should I include Great Doors as a possible generation feature on a 6x6 card, or should I just create two separate decks with one for Tiles and one for Doors? The whole idea here is that instead of having to consult the table every construction phase, you just "pre-build" the decks before hand and draw from it based on the ratio's dictated in the quest guideline. Monster groups would be selected by subtype (Greenskin, Daemon, Bandit, Kobold, etc) and would be used accordingly. You'd have a deck of level 1 magic items/loot, level 2, 3, etc. If you really wanted to be crazy, you could even do a completely "random" dungeon, where you would have a boss deck as well. Once you pick the boss, that picks the subtypes, as well as the special locations that could appear in the dungeon, as well as boss specific loot per level. I don't know, it seems like in my attempts to make it more 'streamlined', I may have made it more convoluted. Attachments:
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Feb 25, 2013 5:41:18 GMT -5
I think you'd have to turn the great door into a "special location", the room with the entrance to the boss chamber. I have something like that in the (frozen wastes of the many unfinished) works. :/
Edit: have you checked that card-based variant that's on BoardGameGeek?
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