09-16-2022, 05:29 AM | #41 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon construction: balancing difficulty and treasure?
Yeah, I never saw any problems with it in play (although in GURPS DF they have Plant Form Other and Heal Plant), but I also do a fair amount of wilderness encounters.
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09-16-2022, 07:33 AM | #42 | |||
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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I'm not really worried about this one though, because skills like Scrounging and Armorer already have enough uses by the book to justify the handful of points certain professions are forced to spend on them. Quote:
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But for the most part, if you want to revive the cleric before they'd naturally recover, you'd better (1) have a second cleric, (2) feed them healing potions, (3) visit a temple in town. If other people were eager to get their heads whacked off by monsters, all the monsters would be dead, the gold would already be taken, and PCs would be unemployed! Willingness to delve is their competitive advantage! |
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09-18-2022, 03:15 PM | #43 |
Join Date: Jun 2022
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Re: Dungeon construction: balancing difficulty and treasure?
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09-18-2022, 03:46 PM | #44 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Dungeon construction: balancing difficulty and treasure?
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For example, in a recent adventure set in Douglas Cole's Nordlond setting, our characters ended up with a surprise haul of fae nature juice that can basically create old-growth forest overnight. We haven't figured out next steps yet, but there are lots of potential adventures even if we ultimately aim at becoming lumber barons. We need to acquire land, which might require some quests for fancy folk in the Citadel. Or just claiming and defending a territory. (I'm sure there will be dungeons there... because DF!) Eventually, maybe we have a keep and a business that occupies us during downtime but we still have to go on adventures because we're living in the Hunted Lands where everything is out to kill us or play with us to death (winterfae jerks). I could easily see this being compatible with a full campaign's worth of DF action. |
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09-18-2022, 05:12 PM | #45 | |
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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