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Old 05-01-2013, 09:31 AM   #11
martinl
 
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Default Re: [DF] Dungeon Sanctity Noodling

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Originally Posted by David Johnston2 View Post
The Druids aren't bunnies.
Well, usually.
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Old 05-01-2013, 11:16 AM   #12
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Default Re: [DF] Dungeon Sanctity Noodling

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Well, usually.
Yes, a Dungeon Fantasy/Bunnies and Burrows crossover. Just what the game needed to provide a fresh perspective. Let's see the D&D Next team come up with something that clever.
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Old 05-01-2013, 12:53 PM   #13
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Default Re: [DF] Dungeon Sanctity Noodling

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So how about it? There is some underworld Power (or possibly Powers) who's sanctity ("Underworld Might?") applies to the supernatural powers and might of various underworld critters. This sanctity is normally medium in dungeons and some wild places, low above ground, and high or very high in certain special areas where it makes dungeon critters tougher.
Simple version: Evil critters get Higher Purpose +1 for every 2 levels below the surface they are. Level 0-1? +0. 2-3? +2. 4-5? +3. Etc. ;)

Very simple. Look out for the orcs on Level 10!
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Old 05-01-2013, 01:55 PM   #14
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Default Re: [DF] Dungeon Sanctity Noodling

I imagine this also explains why doors don't come open even with forcing on a 1-2 on a d6, and they always close behind you, but monsters can move through them with no issues whatsoever.
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Old 05-01-2013, 02:09 PM   #15
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Default Re: [DF] Dungeon Sanctity Noodling

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Yes, a Dungeon Fantasy/Bunnies and Burrows crossover.
Pretty much anything sounds great as a B&B crossover. Transbunny Space. Infinite Bunnies. Bunnies in the Mad Lands. Bunnythulhupunk. It's all good.
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Old 05-01-2013, 02:27 PM   #16
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Default Re: [DF] Dungeon Sanctity Noodling

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Pretty much anything sounds great as a B&B crossover. Transbunny Space. Infinite Bunnies. Bunnies in the Mad Lands. Bunnythulhupunk. It's all good.
FurrySpace has the Borgbunnies who went around handing out pamphlets on the benefits of assimilation.
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Old 05-01-2013, 06:38 PM   #17
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Default Re: [DF] Dungeon Sanctity Noodling

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I imagine this also explains why doors don't come open even with forcing on a 1-2 on a d6, and they always close behind you, but monsters can move through them with no issues whatsoever.
The doors are the same as the ones on the starship Heart of Gold, but evil. They open for the bad guys but do their darn best to stay stuck when you show up. It's their malicious pleasure to close on you.

And people wonder why one of my GM rules is "know how many hit points everything has."
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Old 05-01-2013, 07:44 PM   #18
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Default Re: [DF] Dungeon Sanctity Noodling

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Yes, a Dungeon Fantasy/Bunnies and Burrows crossover. Just what the game needed to provide a fresh perspective. Let's see the D&D Next team come up with something that clever.
Not bad. Bunny World is already full of underground rooms and tunnels: rabbit warrens. Surely there are abandoned warrens packed with spiders, ferrets, badgers... maybe undead bunnies... or whatever is unearthed when warren tunnelers Burrow Too Deep.

Kill them all and take their treasu... er, herbs, and grass backpacks, and stuff.
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Old 05-01-2013, 09:53 PM   #19
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Default Re: [DF] Dungeon Sanctity Noodling

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Personally I'd go with alignment sanctity. Some places are Unholy. Some places are Holy. Some places are Natural. Some places are Twisted. You see in the later Witch World books where there's a valley ruled by the Light and a plethora of spots tainted by the Dark and the protagonists actually break a long and wary truce by blundering into Dark areas and killing stuff.
This makes sense to me.
You could have a cosmic and sentient power but it could also just be a warping of nature or some other power. Wild magic, Arcane Research adn twisted experiments long abandoned could lead to warped reality and empower those who adapt to it. But they are dependant and weaken or die if leave the area too long.
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Old 05-01-2013, 09:55 PM   #20
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Default Re: [DF] Dungeon Sanctity Noodling

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Originally Posted by Peter V. Dell'Orto View Post
Simple version: Evil critters get Higher Purpose +1 for every 2 levels below the surface they are. Level 0-1? +0. 2-3? +2. 4-5? +3. Etc. ;)

Very simple. Look out for the orcs on Level 10!
I like this idea, not just for underground but a nice way to use Sancity for the non casters.
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