Eadric Storm's page

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Benoc wrote:

While reading todays blog i came across this line, "Parties could also be a caravan, with some members moving large quantities of goods from place to place, and some acting as guards to protect the group from hazards and brigands." Does this mean the standard AH is not going to be implemented? Maybe a local AH instead of the global, so items obtained in one place could be sold for more in another area. While convenient, the AH of WoW and others takes the satisfaction out of crafting an awesome weapon. I know some will say that getting rid of an auction house is a step backwards, but i would like to see what everyone's opinions are.

Are you in favor of a standard Ah or a more player based wandering merchant type of system? The hiring of players to protect your shipment and the flip side, playing a group of highwaymen.

Sounds a lot like the general mechanics of EVE online.

Each region of space was effectivly its own market, with each of the stations being its own shop. Moving goods from station to station always exposed you to risk.

I think that playing in a Fantasy MMO where I could hire my own minions, or player mercs, to help me move good from one city to another would be interesting. Would also open up PvP raiding on said caravans.


When I put together my Kingmaker game my intent is to have the characters start the city as a colony, but then have it be abandoned by the Swordlords as the political tensions have made it less than optimal to continue to support the colony. Then the players can opt to take reign themselves, or let what they have helped build fall into ruin.


King of Vrock wrote:

Although the Trap section goes into great detail about building big complex mechanical traps and their costs, they say nothing about Natural or Primitive Traps. 1000gp for a simple snare, a tripwire with bells on it, or a shallow spiked pit camouflaged with leaves is a bit much don't you think?

How would a nest of Kobolds or say a Ranger or Rogue set up a small ambush site with a hastily dug hole, sharpened sticks and some quick and dirty snares? How long does it take? Certainly not a weeks time!

Unless you're leaving simple traps to the Snare spell a bit of advice for impromptu traps would be nice. I mean why have a Detect Snares and Pits spell if you don't have any snares or pits for it to detect?

--Caution: Vrock slide area ahead.

My understanding is that the Trap construction rules are more for permanent features, not wilderness traps.

I would use a Craft(Trap) or Survival as a contested check for the hiding of the simple trap, with a difficulty to craft the trap based on how complex the characters are trying to make it and the quality of the materials used.
I see no need to charge a pc GP for using several lengths of fishing line and a few small bells to create a perimeter alarm, or digging a hole and covering it with branches and leaves, provided they do the work and have the time in game to complete their actions.


Twin Agate Dragons wrote:

I remember watching a movie a long time ago. There was this group of time travelers that went from disaster to disaster, watching them as if they were thrill sekekers. I remember the first disaster was a subway wreck.

Anyone know the title of this one?

Timescape (1991). Ben Wilson (Jeff Daniels) is a widower who lives with his daughter (Adriana Richards) in a town in Ohio, where he is building a small hotel. Before the place is finished, the first guests arrive: tourists that introduce themselves as being a group of actors traveling around the country. Actually they are visitors from the future and using a sophisticated time machine - a kind of card that opens 'an entrance' through time - travel as mere spectators of the most horrible disasters and accidents in all ages of the humanity history. They had seen the big earthquake that destroyed San Francisco in 1906, the explosion of Hindenburg in 1937, and many other disasters. They say the can never change history, only observe it. They were there to watch a dramatic fire that would transform that small town into ashes. Ben Wilson realizes what is to happen and he interferes in history avoiding many deaths in the city and also saving his daughter's life by using their time machine.