[PnP] Xmas Gift
Scott Adams
longshotgm at comcast.net
Wed Dec 2 07:02:39 CET 2015
Happy Christmas and Happy Holidays to all,
What follows is my version 2 of P&P Encounter Charts.
Since no one seemed to comment on the Phase 1 stuff I
finished now. Took only a few weeks.
Some aspects/issues:
o Size is large at almost 3,000 lines (around 2972 or so). This
is because I use one line per creature. The reason behind this
is so I can easily fix errors. The best method would be doing
2-3 columns of creatures per line to reduce space. But if I did
this editing would be a nightmare. I find that X monster should
not belong here and I have to reformat the whole chart and reshuffle
the numbers. So for the Draft Version this is the best.
o In version 1 of the rules it was clear that the alphabetical
order. This is fine but I felt to add a feature to the system.
Easy for programs or apps or what not. I wanted to add possible
for Avoiding and Attracting encounters. All done by modifiers.
With tgese cgarts set I set it up into sections.
o Each chart has a Mundane, Moderate and Difficult set of monsters.
The Mundane are like the basic average animals like Dogs. The
moderates are somewhat harder like Gargoyles. The Difficults
are the Dragons or such. This may lead to some thinking this
a bad solution but for me it works. You are free to edit your
own version. This draft basically allows you to do so with the
Version 2 creatures added to the charts which was the critical
reason for this project.
o In order to use this new system I place the Mundanes at
top at 1-50. Typically these are the Animals but can be at
times other things. The Moderates are 51-75. The Difficult
are 76-100. I've tried to figure out the best way to do this
as some suggested a 1-75, 76-90, 91-100 system. But some charts
have well over 100 monsters. Right there that's 1 per number.
Many charts had to already use 2 Night charts since they had
too many. So I think the 1-50, 51-75 and 76+ system works
the best. But again you are free to rework the charts to
your desire. This draft simply gives you the version 2 monsters
that were missing from the old charts.
o The Modifiers. I only came up with a few. If folks wish to
include more please let me know. One can use the Basic Encounter
chance or the Chart Encounters. The Basic is the 1-10 for Creature
11-20 Human and 21-100 for None type numbers. The chart modifiers
can be used to increase or decrease the chance for the more
difficult encounters. If Hydra is 98 and you can get a Modifier
of -8 then no chance of ever seeing one. This of course removes
a bit of the Random nature of the system. So again you are free
to modify this system or shift monsters around. I came up with
stats and skills as a basic Mod set. This could always be tweaked
later.
o The system I came up may be weird in that who makes me decide
which is difficult and such? Frankly I'm only a GM and Player
of the game for 25 odd years. But again this is just a guess
in my part. To me I use a basic middle level group of say
CEL 5/OCV 6/DCV 6 or MEL7 type group. Obviously a group that
just made new characters at CEL1 and MEL1 will even have trouble
with a simple goblin. So this is all just a guess and estimate.
I've not played up against 90% of the version 2 monsters (this
is WHY I did these charts so we can start to use them) but I
did read and was around when Richard and I worked on the new
creature data. I'm no expert but I can figure out this creature
might be difficult for player A but not for B based on my
current group for example. The nice thing about this game and
the rules is you can change anything so do so! If you think
a Roc is simple then put it in the Moderate group. If you think
a Dwarf is difficult since they are clever then place them in
the Difficult group from Moderate. I AM open to a debate on
the list as to if you think this creature should be shifted.
Let's hear it! Why I kept this as a Draft version. Maybe if
the thread dies down by summer it can be a Final version with
better columns or in various other formats.
o New Terrains - I've added Grasslands and Tundra. I know folks
figure Grasslands is Plains. But in my mind I'm thinking of Plains
as a Old West movie plains with knee high grass at best with wide
open arid terrain or like plains of Africa. Grasslands on the
other hand I think of fields of knee high grass with light woods
at best. In my world the Grasslands are mostly in the south
continent below the Sea of Tears. Tundra is the obvious north
areas of the map we see which assumes to be desolate. The
Grasslands are numerous creatures but Tundra was not. I used
a bit of the Sea data for Tundra only in that Tundra tends to
have a lot of shore like areas. Plus I needed to fill in the
charts. :) If you see issues like basic encounter chance of
the creatures or such that should not belong let me know.
For Sea charts I did add this from the articles posted from I
think Heroes? Since I already had it in my Ship Project files
It was easy to manage. So I just added the Sea Charts to
this master file.
o Data origin. I actually used my source code data for my
old Encounter program years ago. I found some mistakes and
too lazy to fix and outdated anyways. It was just a matter
of cut/pasting a lot of time that, saved time. I did notice
some odd things in the Swamp charts that had creatures in Day
time but to me seemed Night. I may go back and examine this
later. Not sure if it was a mistake from the old charts
that I copied into the program or a mistake on the original
charts itself. As I worked on this I used my Monster v2
file as well for data. I also noticed some minor typos
and such and fixed it in my version. I should resend to
Wout but it was only like 4 minor edits or so.
o I did have to split up a lot of the Night charts into 2
charts due to number of creatures. So just split up the
data from Phase 1 into 2 parts.
o Common sense: Remember to use common sense on these
encounters. You ask why is Mermen in Underground? Well
What if its a underground cave 500 feet under water?
One could even say Mermen swim up a underground river in
a underground cave system. But one must use common sense.
If this situation is confusing then re-roll. If you see
such logic issues let me know and I can chop it out and
explain my reasoning.
o Guardians: This chart was a bit odd to do as what
considers a Guardian? Obviously a peace loving creature
that does not seek like Dzaliri would not make a good
guardian. So I had to guess on some of this.
o Upper World: Not happy with this. I have never really
done much in the UW so I'm a nube here. I don't have the
wisdom of Richard. I had wanted to add a Random factor to this
rather than listing possible creatures. But I just was not
happy with it. I did add some v2 creatures to areas I THINK may
fit. I could not figure out like where Neutrals might be so
I had to remove some off my Phase 1 list that I felt should
be in UW but could not place. Maybe some new areas like
Realm of Neutrality might be added.
o Waterways: Might be a oddball issue with some night creatures
that don't fit or should fix. I noticed the v1 chart seemed
a bit off at times.
o Lower World: As with UW maybe some new areas should be
added for the v2 stuff. I think Humans should be in the LW and
the UW. If not as prisoners or slaves than as a insane
wizard who seeks glory or destruction. So why can't there be
pockets of very tiny human areas? This might conflict with
the overall Mythos but we have seen in the descriptions like
humans taken to the UW.
o Avoiding/Attracting. The concept behind this is to
change chance of encounters overall. A group may wish
to Avoid or Attract. A hunter in a forest may actually
try to Attract that great buck. But a child in the
mountains may want to avoid a bear by clapping rocks
and making noise. So thus the system of modifiers.
So let me know what you guys think. If no one has major
comments I may reformat (if not feeling too lazy) by summer
and do a final version. Wout though is fine with taking
any version for the website. I have no idea if there is
a limit to posting size. If so I'll cut the file into parts
due to size.
Enjoy your present!
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