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Woops! Ignore this. Wrong area.


Hey there! I've been thinking about making a deck of dungeon-cards out of note cards to randomly create dungeons for my group. I've come up with a set of formulas to use, but I made them at two in the morning, so I'm not too sure they're fully accurate. Could someone double check them and make sure they're right?


  • Let n = the total number of cards in the deck.
  • Let e = the number of 1-entrance, or "endings" in the deck.
  • Let t = the number of 2-entrance, or "tunnels" in the deck.
  • Let f = the number of 3-entrance, or "forks" in the deck.
  • Let i = the number of 4-entrance, or "intersections" in the deck.
  • Let c = the percent chance that, on drawing a card, the dungeon will continue through a "tunnel," "fork," or "intersection."
  • Thus:
  • e = 2t + 3f + 4i - (t + f + i)
  • n = 2t + 3f + 4i
  • c = ((t + f + i) / (2t + 3f + 4i)) * 100

Thanks!
--Inumo


northbrb wrote:
my group went with a +1 to 2 ability scores, that way you don't have to be as pick with what ability score you want to increase.

That's a great idea, giving players 2 stat-points to spend in a sense.


Shadow13.com wrote:

From what I remember, the stat increase occurs every 4 levels.

So at lvs 4, 8, 12, etc, just give your character a +1 to any stat of your choice.
...

Hmmmm... +1 does seem a little low, but would 1d6 be too heavy-handed?


I'm a little confused about the whole "advancing your character" thing. I've read through the book, and I understand adding special abilities, feats, etc. However, the ability score is a rather vague description. From what I can gather, it's basically saying "Roll as if you were making more stat rolls, then add to whichever stats you want." Is this true...? It seems to me like it's a little heavy-handed with the stat buffs.

Thanks for helping me out with this!