RECIVS wrote:ampersand wrote:you keep track of 1 number that you equate at the beginning of the expedition and thats your offset until you hit another dungeon level.
its pretty simple. i just took the time to explain it over a page with an example.
Oh, I see. It's just that there're more tables and multipliers in yours. I assume then that the pre-generated matrices have to be tweaked as the adventurers gain experience, right? May I ask what's wrong with Slev's system? (the old one anyway). One of the benefits of his method is that one can forget about preparing/editing matrices. The results are more open-ended, and one may get creative in each encounter without being restrained by pre-made matrix tables.
but firs ti do not want to treat this as a competition. i am writing rules to make a compact co-op experience that does nto use a gm. so you have slevs method and you have mine written for my compact set of rules that allow the players to play more...because there is no GM.
ok so there were multiple things. whilst the reforged method off the top of my head uses
you have to cross reference all of the below at various points
- dungeon level
expedition
party number
party experience
-then you have to roll to determine the PV of the number you reached above which is multiplied by party experience.
-add dungeon level and expedition number to the first number you got to offset and give the final number of pv for the enemies.
-then you roll determine a random factor to the pv which gives you your final final number
-you then have to go away and figure out what you want to fight based on the numbers you determined for pv and number of enemies and divide these up to determine what you are fighting. sift through the monster cards and divide the 2 numbers up to figure this out.. or you could choose to split the pv etc. there a lot more working out here that isnt explained. but you still have to do it.
-roll for sentries.
thats 6 steps that are multi layered. i get why slev done it. but for coop i think a more contained nature is welcome.
my steps start of similar with the 4 factors
- dungeon level
expedition
party number
party experience
-roll on matrix
- add modifier to the pv of the result and add that many enemies as per rolled up.
- roll for sentries.
so basically its a 4 step linear system with no complexities to it
no changing matrices at all. follow the example in the rules. it explains everything. its all there if you read it.
its 1 multiplier that you work out at the beginning and thats it!. you just roll the dice get the result and add that many enemies plus your multiplier.
as i say i literally put a full walk through. on an entire page so i wouldnt have to explain it. surely reading doesnt fall into the complex bracket now does it?


