May 8, 2012

City - Trasdon





Trasdon

1: Tollbooth
2: The 3-Headed Hydra Inn
3: The Traveler's Tavern
4: Thieves - 50% encounter w/thief
5: Market area - 60% encounter w/thief
6: Garrison
7: Jail
8: Weapon shop
9: General store
10: Town Hall
11: The Orb's Help (M-U Guild)
12: Blacksmith
13: Alchemist
14: Library
15: Slums - 80% encounter w/thief
16: Cobbler
17: Carpenter
18: Seamstress
19: Housing
20: Bank - 10% encounter w/thief
21: Chapel, Hospital
22: Fight training - 5gp day
23: Jeweler
24: School
25: Carriage service
26: Stock, hangings, etc
27: Money Changer - 15% encounter w/thief
28: Baker
29: Butcher
30: Mortuary
31: House of Pleasure
32: Scribe
33: Employment office
34: Guide service
35: Farmers Co-op
36: Warehouse - 30% encounter w/thief
37: Pawn Shop
38: Kennels

May 4, 2012

5E Friday

-A few weeks ago Rule of Three was asked about crafting. As per usual there was no clear answer other than they would like to include it. Maybe as a theme reward; get the Blacksmith theme and be able to craft blacksmithy stuff. Personally, I would like to see an implementation similar to how most MMOs (oops, I said a dirty word when talking about tabletop rpgs) do it. Usually in an MMO you gather raw materials and then craft something useful-weapons, armor, household furniture, potions, scrolls, vanity items, augments. I am fine with skipping the gathering of raw materials, but I would like to see crafting matter.

Maybe a Blacksmith would be able to create a masterwork weapon, and make this the easiest way to get a masterwork item (sure you could still loot one off a monster but the crafting skill guarantees you get the right weapon, when you want it). And once the crafting of mundane weapons no longer is of value to the PCs, such as when they all have magic weapons looted from the monsters, then allow the Blacksmith to augment these magic weapons with a minor upgrade (such as a +1 to hit) as he adds a keener edge or better balance.

I think crafting skills and mechanics should be included in D&D as it adds another layer by which players can feel important and useful. Just make the crafted items of value.

-With the next wave of playtest hitting the streets on the 24th, I wonder if the NDAs will be lifted. If the volume of playtesters is what WotC has hinted at this will be a large playtest. It will be almost impossible to keep a 100% lid on the NDA. I also think lifting the NDA can only help 5E at this point. There is so much rampant speculation going on that letting people actually see concrete details and discuss the product can only help. Also, at this point, I think the general rpg audience is getting a bit weary of nothing solid coming from WotC.

Of course I think there will be two significant questions once 5E hits the public world...
Is it fun?
Is it D&D?

May 3, 2012

City - Sempar


Sempar

1: Tollbooth
2: The Green Ale Inn
3: The Traveler's Tavern
4: Thieves - 60% encounter w/thief
5: Market area - 20% encounter w/thief
6: Garrison
7: Jail
8: General store
9: Town Hall
10: A Spell's Friend (M-U Guild)
11: Blacksmith & Stable
12: Alchemist
13: Scribe
14: Seamstress
15: Carpenter
16: Cobbler
17: House of Pleasure
18: Slums - 60% encounter w/thief
19: Housing
20: Bank - 10% encounter w/thief
21: Warehouse - 60% encounter w/thief
22: Chapel, Hospital
23: Fight training - 7gp day
24: Jeweler
25: School
26: Money Changer
27: Theatre
28: Baker
29: Butcher
30: Stock, hangings, etc


May 2, 2012

City - Rivertown


Rivertown

1: Tollbooth
2: The Agoia's Rest (Inn)
3: Nymph's Tavern - 20% encounter w/thief
4: Lake East's Inn
5: Market area - 45% encounter w/thief
6: Warehouse - 50% encounter w/thief
7: Thieves - 40% encounter w/thief
8: Garrison
9: Jail
10: General store
11: Town Hall
12: Alchemist
13: Scroll City (M-U Guild)
14: Blacksmith & Stables
15: Sage
16: Slums - 70% encounter w/thief
17: Cobbler
18: Seamstress
19: Carpenter
20: Baker
21: Butcher
22: Housing
23: Bank - 10% encounter w/thief
24: Chapel, Hospital
25: Fight training
26: Fishery
27: School
28: House of Pleasure
29: Mortuary
30: Stock, hangings, etc
31: Jeweler

May 1, 2012

City - Norarm


Norarm

1: Tollbooth
2: The Purple Worm Inn
3: The Bronze Dragon Tavern
4: The Footpad's Inn - 50% encounter w/thief
5: Thieves - 50% encounter w/thief
6: Market area - 55% encounter w/thief
7: Garrison
8: Jail
9: Garrison weapon shop
10: Weapon shop
11: General store
12: Town Hall
13: Wizard's Wand (M-U Guild)
14: Blacksmith
15: Alchemist
16: Sage
17: Library
18: Orphanage
19: Slums - 75% encounter w/thief
20: Cobbler
21: Carpenter
22: Seamstress
23: Housing
24: Bank - 20% encounter w/thief
25: Chapel, Hospital
26: Fight training - 5gp day
27: Jeweler
28: Theater
29: School
30: Carriage service
31: Mortuary
32: Guide service
33: Stock, hangings, etc
34: House of Pleasure
35: Warehouse - 65% encounter w/thief
36: Money Changer - 55% encounter w/thief
37: Employment office
38: Tax Collector
39: Baker
40: Butcher
41: Farmers Co-op
42: Food Storage
43: Pawn shop - 30% encounter w/thief
44: Kennel