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| rules:house:fate_chart_of_doom [2018/08/31 21:48] – [Fate determination] restless | rules:house:fate_chart_of_doom [2018/08/31 22:07] (current) – restless |
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| 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. |
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| 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. |
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| ===== Ending a session ===== | ===== Ending a session ===== |
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| ===== The Procedure ===== | ===== The Procedure ===== |
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| 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't you have to [[#fate_determination|determine your fate]]. |
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| ==== Escape check ==== | ==== Escape check ==== |
| 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: |
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| ^ 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% | |
| == Small complex == | == Small complex == |
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| 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. |
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| === Making the check === | === Making the check === |
| ==== Fate determination ==== | ==== Fate determination ==== |
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| Triple Secret Random Dungeon Fate Chart of Very Probable Doom (d20) | ^ Triple Secret Random Dungeon Fate Chart of Very Probable Doom ^^ |
| | ^ d20 ^ Result ^ |
| - You lucky dog! You manage to somehow escape the dark forces of the dungeon. You return to civilization, naked and half-delirious. | | 1 | You lucky dog! You manage to somehow escape the dark forces of the dungeon. You return to civilization, naked and half-delirious. | |
| - Waitaminute, Lefty’s not right handed! Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy. | | 2 | Waitaminute, Lefty’s not right handed! Situation appears to be #1, but you’ve been replaced by a shapeshifting badguy. | |
| - Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined. | | 3 | Maimed. You escape but suffer the effects of a random critical hit. Also, 50% of your stuff is gone, randomly determined. TODO | |
| - Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization. | | 4 | Alas, you are no more. If any comrades escape they are able to bring your remains and your stuff back to civilization. | |
| - Pining for the fjords. If any comrades escape they are able to bring your remains back to civilization, but your stuff is lost. | | 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. | | 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 dragon’s hoard and your body part of a dragon’s supper. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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 loathsome Frog Gods in order to gate in d6 Croaking Demons that are added to the dungeon key. | | 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. | | 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. | | 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. | | 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. | |
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