**
This is an idea I forwarded to another PW. The areas describe and monster specifics will not make sense but the idea and the power of it should be appearent
**
Concerns
Some players feel that there characters should be able to beat any spawn in an area for there characters level. Some players think that they have to engage any spawn that they encounter. Some players think that they should know what to expect for every encounter and feel cheated if anything surprising or different happens.
My Thoughts
My point is that PCs should have a sense of caution over valor.
Spawns should have some excitement and shouldn't leave players expecting and being prepared only for the same thing to appear over and over.
Every class built but straight fighter has a retreat or stealth mechanism. And fighters can use a few healing potions and can always withdraw. Running is surprisingly effective! I really would love to wander around with a proper encounter table. PCs should not think they can win every encounter and with the new spawn points they are not ambushed most of the time and could walk away.
The Idea
I have an idea for a scaling spawn table. Not a true spawn table but a pretty close approximation and using the minimum of logic. The work would involve creating the first script and then after that cut and pasting it to all spawn points. For different areas just plug in different values and monsters. It wouldn't take that much work to change all the area's to this much logic. I would say one days work as a builder. Also more verities of creatures would have to be come up with. All for the good of the people and fun on the server.
To clarify my idea is something like this. Say for "the dreaded Glades North"
In logic pseudo script
Code:
OnSpawn GetPCsLevel
(PCsLevel - 4) + 1d8 = SpawnVariable
Spawn Table=
SpawnVariable = >6 then TimberWolves(2d6)
= 7 to 10 then BanditFootPads(1d4)
= 11 to 12 then BanditFootPads(1d4) + BanditCleric(1)
= 13 to 15 then BanditFootPads(1d4) + BanditCleric(1) + BanditMage(1)
= 16 to 17 then Wyvern(1d2)
= 18 to 19 then BanditAssasins(2d4) IsStealthed = True
=< 20 then BanditFootPads(2d4) + BanditCleric(2) + BanditMage(2) + BanditBoss(1)
Theoretically. Only an level 16 character could see the nastiest spawn. And of course it would have be play tested and tweaked. Most Characters have a chance to have 3 different spawns. And for all but high level Assassins you could choose not to engage. Remember areas are designed to usually be traveled in a party. This is just a rough idea in my mind. And of course would be changed and adjusted by staff before being implemented.
An idea for Moscap Forest just outside the Farms. Just to give one more example to what I'm thinking.
Code:
OnSpawn GetPCsLevel
(PCsLevel - 3) + 1d6 = SpawnVariable
Spawn Table=
SpawnVariable = > 3 then GobinGatherer(1d2) IsStealthed = True
= 4 then Wolves(1d4)
= 5 to 6 then StandardGoblin(1d2) + GoblinSlinger(1d2)
= 7 then GoblinHunter(1d4) IsStealthed = True
= 8 then GoblinHunter(1d2) + BugBear(1) + GoblinShaman(1)
= 9 to 11 GnollTracker(1d3)
=< 12 (nothing)
At first glance this might look a bit hard for starting level 4 PCs. But they are only able to get the Goblin Gatherers, Wolves, Standard Goblins and if very unlucky 1d4 Goblin Hunters, but they are just level one rangers with short bows and daggers. Testing would see if the numbers would have to be adjusted one level easier. Also note that very high level characters will not even be bothered. Nice for players and makes sense that the local monsters aren't so foolish to engage high level PCs, they have learned form there fallen.
Monster Ideas
Goblin Gatherer ? A zero level Goblin that is neutral on spawn. They just wander about the forest looking for roots and berries and such. As a neutral they will fight back with a dagger if attacked.
Wolves ? 10hp, natural wolf that is in a different faction than the goblins and will hunt them if they see them. I have an idea that if possible they would run form CR Impossible PCs. That when killed the PC makes a Survival check DC14, to get a wolf pelt worth 10gp to the merchants.
I would be more than willing to come up with a draft of all spawn tables needed for all known areas to help the staff and work back and forth with them on this.
This is an idea I forwarded to another PW. The areas describe and monster specifics will not make sense but the idea and the power of it should be appearent
**
Concerns
Some players feel that there characters should be able to beat any spawn in an area for there characters level. Some players think that they have to engage any spawn that they encounter. Some players think that they should know what to expect for every encounter and feel cheated if anything surprising or different happens.
My Thoughts
My point is that PCs should have a sense of caution over valor.
Spawns should have some excitement and shouldn't leave players expecting and being prepared only for the same thing to appear over and over.
Every class built but straight fighter has a retreat or stealth mechanism. And fighters can use a few healing potions and can always withdraw. Running is surprisingly effective! I really would love to wander around with a proper encounter table. PCs should not think they can win every encounter and with the new spawn points they are not ambushed most of the time and could walk away.
The Idea
I have an idea for a scaling spawn table. Not a true spawn table but a pretty close approximation and using the minimum of logic. The work would involve creating the first script and then after that cut and pasting it to all spawn points. For different areas just plug in different values and monsters. It wouldn't take that much work to change all the area's to this much logic. I would say one days work as a builder. Also more verities of creatures would have to be come up with. All for the good of the people and fun on the server.
To clarify my idea is something like this. Say for "the dreaded Glades North"
In logic pseudo script
Code:
OnSpawn GetPCsLevel
(PCsLevel - 4) + 1d8 = SpawnVariable
Spawn Table=
SpawnVariable = >6 then TimberWolves(2d6)
= 7 to 10 then BanditFootPads(1d4)
= 11 to 12 then BanditFootPads(1d4) + BanditCleric(1)
= 13 to 15 then BanditFootPads(1d4) + BanditCleric(1) + BanditMage(1)
= 16 to 17 then Wyvern(1d2)
= 18 to 19 then BanditAssasins(2d4) IsStealthed = True
=< 20 then BanditFootPads(2d4) + BanditCleric(2) + BanditMage(2) + BanditBoss(1)
Theoretically. Only an level 16 character could see the nastiest spawn. And of course it would have be play tested and tweaked. Most Characters have a chance to have 3 different spawns. And for all but high level Assassins you could choose not to engage. Remember areas are designed to usually be traveled in a party. This is just a rough idea in my mind. And of course would be changed and adjusted by staff before being implemented.
An idea for Moscap Forest just outside the Farms. Just to give one more example to what I'm thinking.
Code:
OnSpawn GetPCsLevel
(PCsLevel - 3) + 1d6 = SpawnVariable
Spawn Table=
SpawnVariable = > 3 then GobinGatherer(1d2) IsStealthed = True
= 4 then Wolves(1d4)
= 5 to 6 then StandardGoblin(1d2) + GoblinSlinger(1d2)
= 7 then GoblinHunter(1d4) IsStealthed = True
= 8 then GoblinHunter(1d2) + BugBear(1) + GoblinShaman(1)
= 9 to 11 GnollTracker(1d3)
=< 12 (nothing)
At first glance this might look a bit hard for starting level 4 PCs. But they are only able to get the Goblin Gatherers, Wolves, Standard Goblins and if very unlucky 1d4 Goblin Hunters, but they are just level one rangers with short bows and daggers. Testing would see if the numbers would have to be adjusted one level easier. Also note that very high level characters will not even be bothered. Nice for players and makes sense that the local monsters aren't so foolish to engage high level PCs, they have learned form there fallen.
Monster Ideas
Goblin Gatherer ? A zero level Goblin that is neutral on spawn. They just wander about the forest looking for roots and berries and such. As a neutral they will fight back with a dagger if attacked.
Wolves ? 10hp, natural wolf that is in a different faction than the goblins and will hunt them if they see them. I have an idea that if possible they would run form CR Impossible PCs. That when killed the PC makes a Survival check DC14, to get a wolf pelt worth 10gp to the merchants.
I would be more than willing to come up with a draft of all spawn tables needed for all known areas to help the staff and work back and forth with them on this.


especially the goblin gatherer and wolf bit


Comment