Forum Posts

whybbil1
Dec 07, 2021
In D100 DUNGEON
Anyone else thinking about adding property to the world builder expansion? I have not added any mounts yet, so they are probably a reasonable substitute, and maybe even a better one considering you are a traveling adventurer. Anyway, my thought was to add Buy a Property as a separate “Action” costing 1 AP. You can only buy properties in a Village, Town, or City. I considered adding it to the Settlement Action, but that already includes a lot of activities for one day. However, I was inspired by the mechanics of the Settlement Action, in that all property types would be available in a city, but not so much in a town or village, and not at all in a camp. So if you are in a hex with a Village, Town, or City, you can spend 1 AP shopping for a property. Note probability of finding said property type, and the cost difference as well. In the Lost Tome rules, at the start of Before your next Quest you check to see if your property has been robbed, then you pay for up keep, and buy extra security points if desired. For World Builder, I’m thinking put a little “house-shape” in the hex your property is in, then, if you are in the hex of your property, you can and would use your property daily, so no need to spend APs to deposit or withdraw items to and from it, and no need to test for theft. However, when you are in other hexes, I guess testing for theft monthly is reasonable. Maybe circle the day you purchase the property and then circle that day each month going forward as a reminder to test for theft on that day. You could even “circle” those days with a “house-shape.” On those days also pay for upkeep, and add security if desired. Would love to hear everyone’s thoughts!
Property in World Builder content media
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whybbil1
Dec 04, 2021
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whybbil1
Mar 19, 2021
In D100 DUNGEON
I know there was a Q Re Bucklers a couple years ago but I still am confused about shields. I have played quite a while but usually use 2H weapons or spells. Please let me know if the following is correct: For Armor I think of the A# as the amount of damage energy the armor can ABSORB before taking (deflecting) damage or transmitting damage to the adventurer. Armor is rated A0-A4 indicating it can absorb 0-4 units of damage first, then beyond that may be damaged by up to 2 units before transmitting the excess to the adventurer (with the option of sparing the armor and letting the adventurer take some or all of the excess). I thought the same would apply to shields. The Buckler is S0, so would absorb no damage before being damaged itself or transmitting damage to the adventurer. The Targe at S1 can absorb 1 unit of damage before either taking damage and/or transmitting it, and so on. The shields of course have the additional advantage that they can deflect up to 4 units of damage at half a pip each, AND can be moved by the adventurer to any body position to absorb and take damage. This begs the question of if the shield absorbs/deflects damage IN ADDITION TO or INSTEAD OF the armor (if any) at that position. Example: Marcus has a leather cap (A0) and a Kite Shield (S3). He is hit by an Orc (Dmg+1) targeting his head (+3) with a die roll of 4 for incoming energy of 4+3+1=8 units of potential damage. Marcus could let it hit his leather cap, which can absorb nothing before taking up to 2 damage and transmitting the remaining 6 to his head - ouch! But instead he quickly raises his Kite Shield which absorbs 3 units, then sustains 4 units of damage (2 pips), leaving just 1 unit bonking his head (ignoring the cap). Is that right? Do I add the shield to the underlying armor (that seemed logical but possibly over powered)? Does the S Rating mean something else?
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whybbil1
Apr 12, 2020
In D100 DUNGEON
Very much enjoying the Tables and Game Sheets PDF. It’s very efficient to have my iPad on my table as I play to quickly find a table during play. The updated Adventurer sheet with new layout and spaces for Beast, escape and casting is very nice. Previously would put escape roll needed on my combat tracker. Also in my spellbook I pencil in a column for the roll needed to cast each slot. For oil, food, and picks, still prefer to just pencil the numerals, as opposed to pips. Guess I got used to that from the original sheet. The updated Monster Abilities sheet, with space for pre-filling skill tests, is terrific. Had been putting those in the margin of my combat tracker, too. I did find two typos: Table FA - Find A Pg 75 and 78, there is a gap between 34-35 and 74-75 respectively. The book marks are beautiful! I had made small lettered tabs from post-it notes for each table in the hard-cover books I bought. Still plan to use those, but may print the bookmarks and see how I like them. Thank you for this excellent compendium.
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whybbil1
Feb 21, 2020
In D100 DUNGEON
In the Player Companion I love the additional race and hero path choices. Many however have overlap on skill bonuses and stars. I made a High Elf Arcane Wizard and each grant Skill bonus and Star to Magic. Of course I’m happy to add both bonuses to gain +15 Magic out of the gate, but what about the Star? May I give my character “double Star”, gaining pips at 4:1 instead of 2:1? Do I not double, yet only gain a Star in just one skill? Or can I select another skill to Star, with the logic that race and hero path should each grant a star? Thank you in advance!
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