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Creating extensions fantasy grounds ii
Creating extensions fantasy grounds ii










creating extensions fantasy grounds ii
  1. Creating extensions fantasy grounds ii software#
  2. Creating extensions fantasy grounds ii professional#

Travel rules in 2D20 Conan RPG are fairly arbitrary in my own opinion and are left to the machinations of the GM. If a player always knows that to check for traps will be a set number, he then can decide to buy a talent that helps reduce it. It allows for a better rounded character development, and forces players to buy talents that better suit the way the character is portrayed.Cause there may be no trap at all, and why burn your momentum or give the GM that loves to use DOOM against the players, the 3 doom only to find out there is nothing there anyways? So they will not instantly avoid it or just instantly flood the doom pit or the momentum pool to get a as many dice as possible. They will just know that to find out if it is trapped for sure, they will need to beat that number. The moment a player hears of a high difficulty level, they will not instantly know it is trapped.(As per rules)īy telling the players this information up front will cause a few things to happen. And then of course if you have the observation talent "Its a Trap" it will be a D2.Having the "Thief" talent will make any check for traps a D3.Checking for traps will always be a Difficulty 4 if you do not have the "Thief" talent or "Its a Trap" talent.When they decide to hear the check, they are locked in. If a player wants to do a check, when they are ready to hear how difficult it is going to be, they are locked in. When the difficulty is declared, there is no going back. And seeing the GM gets to set these difficulties anyways, I am not adding anything new to the rules. Its simple, I tell my players that in my game there are 3 fixed difficulties for checking for traps. And I think it works, and it does not break any core rules. I have come up with a solution while in my games. I hate having to do it, but now seeing this talent in play. I am a person who HATES having to come up with homebrew house rules for games. So with this talent now in play I had to re adjust my way of thinking. Here, it clearly tells us what we need to roll to check for traps. With a successful Challenging (D2) Observation test, you can detect any nearby traps as a Minor Action." "You can spot covered pits, pressure plates, fulcrums, and other constructions designed to keep thieves out of burial chambers and treasure rooms. That talent is the observation talent "Its a trap." It reads. Well, while running our current ongoing Thieves campaign for Conan, one of the players took a talent that I have not seen much, and that talent breaks our current way of checking for traps.

creating extensions fantasy grounds ii

I always felt it was the wrong way to do it, but it was the best I thought we could do. Now, personally although I was OK with that method for a long time. Me, like many others set a hidden Momentum Spend number that a player would need to get on a D(1) roll.Īnd for a long time, I was OK with that. And I am fine with that, and for the longest time.

creating extensions fantasy grounds ii

Now, the big problem is that the Core rulebook does not really tell you anything about detecting traps, it just says you use the thief skill to do it with. "well that was a hard check, there must be something there."

creating extensions fantasy grounds ii

The problem being, if a GM sets the difficulty high, and the player fails his roll. A difficulty number needs to be assigned before a player can roll, as they need to know just how hard its going to be to roll. "How do you set the difficulty to detect a trap with out telling a person that a trap is actually there?"Īs in most cases, in 2D20 Conan. I often get asked this question a lot, and I have spent a long time searching, asking and trying to figure out a good answer. Seeing I play a lot of Conan, having some basic map tiles on hand is a good thing! Seeing I try and play games that use zones more so then grids, I made this tileset for those games specifically. So with out further delay, I would love to introduce to you The Jolly GM Basic Zoned Dungeon Tile Set. (Fantasy Grounds, Foundry, Astral and Tabletop Simulator)

Creating extensions fantasy grounds ii software#

Designed to be simple, easy to use, somewhat geomorphic and with the ability to be thrown quickly into your virtual tabletop software of choice.

Creating extensions fantasy grounds ii professional#

Now, I as far from being a professional map maker as one can be, but I make these maps to the standard that I would use at my own tables. So check out my Drive Through RPG store page here! Just recently, I have decided to take the plunge and start sharing the maps I make with the millions of other members of the tabletop RPG community, which I am so proud to be a part of. Leaving me having to find something that I can shoe horn into my settings. Most maps that you find online, usually cater to those rpgs. The biggest problem for has been that many of the games that I run, are not usually not considered mainstream. I got some exciting news to share! For many years I have been creating my own maps for my games that I run.












Creating extensions fantasy grounds ii