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  1. #11
    Site Moderator Sorontar's Avatar
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    Quote Originally Posted by Thelandrin View Post
    I'd remove helping out the action with military units and RP, mostly because those are realm assets and if those can solve the problem, you don't need to go adventuring!
    Yeah, that is like using an army to raid a dungeon instead of Lara Croft or Indiana Jones. While the chances of finding hidden items may be increased, so is the chance of setting off major traps and manifesting or alerting major monsters. Adventures need specialisation, not hack'n'slash. Armies aren't specialists, but PC parties are.

    Sorontar

  2. #12
    Site Moderator AndrewTall's Avatar
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    It depends on the adventure being undetaken - if a standard adventuring party is going to get turned back at the border, but a larger group consisting of diplomats and troops is going to get them to the site and guard it while they investigate and rest then I'd expect a benefit. In practice it is something I would expect to see in an 'adeventure action to support a realm action' environment.

    For example a Vos prince decides to blaze a trail between hunting grounds clearing out various threats along the way, he takes with him not just his companion adventurers, but also his trusty warband and a few dozen peasants. On the way he finds a cave complex with goblins in - clearly one of the key problems in ensuring that the land can be used.

    The peasants build a small fort, clear some land, hunt, etc while the warband guards the exits and mans the fort ensuring that the prince and his adventuring group can rest safely and don't need to worry about gathering firewood, food, etc.

    Would you not agree that the prince is more likely to succeed in eliminating the goblins - and any other threat, with the troops support than he would be his party was unsupported?

    It obviously depends on the adventure, if it's a jaunt through the Shadow World, invading an awnsheghlien land - well frankly I'd say leave the troops at home or pray for their souls as they lie in unhallowed shallow graves - but at other times taking along supporters, a powerful magic item, a bundle of gold, etc could easily lead to the difference between success or failure - or even just good success as opposed to adequate.

    It would be down to the DM, I'd expect the player to justify the usefulness of their support - if it sounded reasonable (say making a donation to the local temple for it to lend the adventurers an amulet of negative plane protection before they go hunting vampires) then I'd certainly allow it to impact the odds of success.

  3. #13
    Senior Member arpig2's Avatar
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    Valid points there Andrew.

    As promised, here is my version of the Adventure action with quick resolution tables.
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    Call me Bob.
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  4. #14
    Site Moderator AndrewTall's Avatar
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    Looks nice, I like the bravery mod. Do you need party level modifier with the ECL base?

    I'd suggest noting that the treasure is likely in non-cash form for the higher amounts - in GB terms a small domain could see the adventure actions bring in far more than the domain does otherwise. Giantdowns had something similar with armour from recollection - x GB worth of armour needing just a small outlay to be used.

    Province impact - is it worth noting this as applicable 'if the main aim of the adventure was do deal with a random event in the province', or 'DM option only' sort of thing?

  5. #15
    Senior Member arpig2's Avatar
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    Good point about the level mod. that got left in after I decided to define the difficulty of the adventure relative to the PCs' levels. However, it could be argued that a 10th level party will have far less trouble dealing with an 8th level encounter than a 5th level party will with a 3rd level encounter. So maybe rather than remove it altogether it would be better to reduce the bonuses substantially, maybe something like this
    PC Level
    1-4 = 0
    5-7 = +1
    8-12 = +2
    etc. etc.

    A good point about the treasure and the province impact, I'll modify those right away.

    I'm thinking that for the province impact I'll say something along the lines of what you suggested, but with the addition that if the adventure isn't focused directly on something affecting the province then the maximum effect would be "Trivial". My reasoning is that having your regent travel to a distant land and slaying some dreaded beast would still be a boost to the domains morale and loyalty, etc. The overall fame (or infamy) of the regent in the wider world should have some effect.
    Call me Bob.
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  6. #16
    Senior Member arpig2's Avatar
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    Upon further reflection, that's a pretty chintzy rationale for a modifier, so I think it should just be dropped in the name of simplicity.

    So with that decision made, here is the updated version.
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  7. #17
    Site Moderator AndrewTall's Avatar
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    Looks good, and I agree that fame won by the regent is likely to raise morale at home - although context will play a role.

  8. #18
    Senior Member arpig2's Avatar
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    Oh absolutely, the context of the adventure will always be important in adjudicating the results.
    Call me Bob.
    My website: NRGGames.org
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  9. #19
    Ehrshegh of Spelling Thelandrin's Avatar
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    Thanks for the new PDFs. They make this even more interesting to have adventures.

    Ius Hibernicum, in nomine juris. Quidquid latine dictum sit, altum sonatur.

  10. #20
    Site Moderator AndrewTall's Avatar
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    I've played wizards a few times, having 'adventure' actions that were effective while not unduly risky would make them much more playable, small realms would probably also see a reasonable benefit - or those in Vosgaard which expect personal regent attention as 'the norm'.

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