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Re: 2x treasure farming

Posted: Wed Apr 14, 2021 9:58 am
by YK - Yuri Khavlor
I like that too. Rather than fail an event exclusively by ignoring it for multiple turns, it can be failed sooner with a negative resolution.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:01 am
by DM Juan
Yeah, that works. If it is at -100% (or worse) at the end of any turn, it immediately triggers the secondary effect, and you can no longer negatively impact the underlying adventure.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:04 am
by CIC - Duke Cicero
I like that too.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:13 am
by RaH - Rassan al Hamam
I don't like that you get a reward for making an adventure harder. You get loot by adventuring not by making an adventure tougher.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:14 am
by AaH - Avicerra al Hamam
Can you give an example Juan?

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:17 am
by DM Juan
You can attempt to make an adventure harder. It has the exact same treasure rolls as if you were trying to resolve it.
IF you "resolve" a make harder adventure, it adds the % chance you had to resolve it, to make it harder to resolve later.

Ie, if an adventure is resolved @ -20% it means your chance to resolve it is 20% less than normal. If you fail to resolve it, the % chance moves by your unmodified chance to resolve.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:19 am
by TH - The Hunt
I think the idea is, when the necromancer starts terrorizing the villagers, instead of crushing their skeletons and looting their tower to get rewards from the adoring public, you assist with raids on the local temples and defeat the militia captain so the village can be sacked, and the adoring necromancer lets you keep some of the spoils.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:21 am
by CIC - Duke Cicero
VV - Vic Vru wrote:
Wed Apr 14, 2021 10:13 am
I don't like that you get a reward for making an adventure harder. You get loot by adventuring not by making an adventure tougher.
I think of it as you've succeeded in helping, rather than thwarting, the forces troubling the province.

In this situation, if you've chosen to negatively impact the adventure, you've helped those underground undead, not hurt them. And I hope that fits with y'all's alignment ...

Edit: yeah, what MF said

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:23 am
by RaH - Rassan al Hamam
MF - Morcuan the Fay wrote:
Wed Apr 14, 2021 10:19 am
I think the idea is, when the necromancer starts terrorizing the villagers, instead of crushing their skeletons and looting their tower to get rewards from the adoring public, you assist with raids on the local temples and defeat the militia captain so the village can be sacked, and the adoring necromancer lets you keep some of the spoils.


But that should have possible consequences. Maybe you were seen slaughtering some peasants or seen helping the Necromancer raising some Undead.

Re: 2x treasure farming

Posted: Wed Apr 14, 2021 10:23 am
by DM Juan
MF - Morcuan the Fay wrote:
Wed Apr 14, 2021 10:19 am
I think the idea is, when the necromancer starts terrorizing the villagers, instead of crushing their skeletons and looting their tower to get rewards from the adoring public, you assist with raids on the local temples and defeat the militia captain so the village can be sacked, and the adoring necromancer lets you keep some of the spoils.
Yup