Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:house:fate_chart_of_doom [2018/08/31 21:44] – [The Random Dungeon Fate of Very Probable Doom Chart] restlessrules:house:fate_chart_of_doom [2018/08/31 22:07] (current) restless
Line 4: Line 4:
  
  
-The style of play for this game is a [[gameinfo:faq_prospective_players#game_style|"West Marches" style of game]] for episodic play, potentially for multiple groups.  Of course, that means to support this players need to begin and end in civilization so that there's no overlap or continuity issues.+The style of play for this game is a [[http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/|"West Marches"]] [[gameinfo:faq_prospective_players#game_style|style of game]] for episodic play, potentially for multiple groups.  Of course, that means to support this players need to begin and end in civilization so that there's no overlap or continuity issues.
  
 This system is //not// meant to punish players.  Instead, it is meant to provide them with a meaningful motivation to leave the dungeon or wilderness in a timely fashion.  Failing that, it is designed to provide interesting consequences that (frequently) can be followed up on subsequent forays into the dungeon -- whether that's recovering lost equipment, ransoming a lost comrade, or the like. This system is //not// meant to punish players.  Instead, it is meant to provide them with a meaningful motivation to leave the dungeon or wilderness in a timely fashion.  Failing that, it is designed to provide interesting consequences that (frequently) can be followed up on subsequent forays into the dungeon -- whether that's recovering lost equipment, ransoming a lost comrade, or the like.
 +
 +
 ===== Ending a session ===== ===== Ending a session =====
  
Line 26: Line 28:
 ===== The Procedure ===== ===== The Procedure =====
  
-First, you must [[#escape_check|determine if you escape]], and if not, you have to [[#fate_determination|determine your fate]].+First, you must [[#escape_check|determine if you escape]], and if don'you have to [[#fate_determination|determine your fate]].
  
 ==== Escape check ==== ==== Escape check ====
Line 32: Line 34:
 Roll percentile dice to determine if you were able to escape the dungeon or wilderness.  Your basic chance to escape is determined on the situation: Roll percentile dice to determine if you were able to escape the dungeon or wilderness.  Your basic chance to escape is determined on the situation:
  
-^ Situation  ^ Chance of escape ^ +^ Situation  ^ Chance of escape ^
 | You don't know where you are  |  25%  | | You don't know where you are  |  25%  |
 | You know where you are        |  50%  | | You know where you are        |  50%  |
Line 44: Line 46:
  
 <WRAP indent> <WRAP indent>
-''(5th level character - 3rd dungeon level) * 10% = 20%''+''(5th level character - 3rd level of dungeon) * 10% = 20%''
 </WRAP> </WRAP>
  
 so the character has an additional 20% chance of escape. so the character has an additional 20% chance of escape.
 +
 +("Levels" of the dungeon are subjective typical to the sorts of monsters one would find on the level from the encounter tables in the book.)
 +
  
 == Small complex == == Small complex ==
  
-If the character is in a small dungeon complex or lair, the chances of escape are increased by 10-20% at the discretion of the DM.  +If the character is in a small dungeon complex or lair, the chances of escape are increased by 10-20% at the discretion of the DM.
  
 === Making the check === === Making the check ===
Line 60: Line 65:
 ==== Fate determination ==== ==== Fate determination ====
  
 +^  Triple Secret Random Dungeon Fate Chart of Very Probable Doom  ^^ 
 +^  d20  ^ Result 
 +|  1  | You lucky dog! You manage to somehow escape the dark forces of the dungeon. You return to civilization, naked and half-delirious. 
 +|  2  | Waitaminute, Lefty’s not right handed! Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy. 
 +|  3  | Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined.  TODO  | 
 +|  4  | Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization. 
 +|  5  | Pining for the fjords. If any comrades escape they are able to bring your remains back to civilization, but your stuff is lost.  | 
 +|  6  | Dead as a doornail. The general location of your body is known to any surviving comrades. 
 +|  7  | Your stuff has become part of a monster's hoard and your body part of its supper. 
 +|  8  | That is an ex-character. The location of your body is unknown to all.  | 
 +|  9  | Bought the farm. Your body and possessions irretrievable due to dragon fire, ooze acid, disintegrator beam, etc.  | 
 +|  10  | Also dead. Your body is irretrievable due to dragon fire, ooze acid, disintegrator beam, etc. but your stuff is still around for some other jerk to nab at a later date.  | 
 +|  11  | Held for ransom by seedy humans. A member of the Thieves Guild can arrange release for 1,000gp per character level. 1 in 6 chance the money disappears. 
 +|  12  | Captured by monsters. Escaping comrades know the level you were captured on and the type of monster holding you captive. 
 +|  13  | Captured by monsters. Escaping comrades know the level you were captured on, but not the type of monster involved. 
 +|  14  | Captured by monsters. Escaping comrades know the type of monster involved, but not what level to search. 
 +|  15  | Captured by monsters. Unseen monsters spirit you away to an unknown location. 
 +|  16  | A fate worse than death. Drafted into the ranks of the monsters. Roll d6: 1-2 undead, 3 lycanthrope, 4 charmed, 5 polymorphed, 6 other. 
 +|  17  | You and your stuff are sacrificed to the godlings in order to gate in d6 otherworldly horrors that are added to the dungeon key.  | 
 +|  18  | A gorgon or somesuch has petrified you. Escaping characters know what level to search for your statue. 
 +|  19  | Lost in the dungeon. GM sets your location each session. Re-enter play if the party finds you.  | 
 +|  20  | Opportunity for betrayal. Pick one other character who got away safe. Roll 1d6, 1-4 he takes your place and has to roll on this chart while you escape, 5-6 you both suffer the fate rolled by your victim.  |
  

“The worthy GM never purposely kills players’ PCs, he presents opportunities for the rash and unthinking players to do that all on their own.”
― Gary Gygax