RolePlay onLine RPoL Logo

, welcome to Of Rites & Privilage, Adventure & Scribbalage

07:13, 21st July 2024 (GMT+0)

Player share space.

Posted by The MetaFor group 0
The Meta
GM, 51 posts
Mon 23 Mar 2020
at 07:41
  • msg #1

Player share space

Finarl asked me to make a thread for him to post some Ultimate Combat tables for you all.

If any of you guys want to post source material or any such information for yourself or others, feel free to drop it in here.
This message had punctuation tweaked by the GM at 07:43, Mon 23 Mar 2020.
player, 13 posts
Elven Wizard
Mon 23 Mar 2020
at 07:56
  • msg #2

Player share space

Here is the table for exploration and building a settlement etc

Cavern(7)3 days3 months8 BP4 BP
Desert2 days1 month4 BP8 BP4 BP
Forest2 days2 months4 BP2 BP
Hills1 day1 month2 BP4 BP3 BP
Jungle2 days4 months12 BP4 BP
Marsh3 days3 months8 BP4 BP
Mountains3 days4 months12 BP4 BP
Plains1 dayImmediate1 BP2 BP1 BP
Water2 days

1 Exploration time represents how many days a typical scouting party requires to explore a hex of this type. These times assume
a party speed of 30 feet. For parties with different speeds, see Table 3–3: Exploration Time (1 Hex) on page 154. Treat Cavern
as Mountain and Jungle as Marsh for exploration time. Do not adjust the speed for Water hexes; it’s assumed that the party is
already using a boat or other watercraft to explore.
2 Preparation time represents the months of labor (beginning with the current turn) required to prepare the hex for settlement.
Construction of buildings can begin in the current month for settlements built on plains.
3 Preparation cost represents the BP cost to clear a hex of this type in preparation for founding a settlement.
4 Farm cost represents the BP cost to cultivate a hex for farming. A Farm must be within or adjacent to a hex containing a river,
lake, swamp, or Canal, or adjacent to at least 2 hexes that already contain Farms.
5 Road cost represents the BP cost to establish a Road that crosses a hex and connects to all adjacent hexes. The cost to build a Road
doubles if the hex contains rivers. A kingdom with a Size of 26 or greater can build a Highway (or upgrade a Road to a Highway).
6 If the hex contains any rivers, double the listed cost to reflect the need to build bridges.
7 This is a large system of caves and underground passages and can be found in any terrain type except Marsh. It functions as an
additional hex that exists underground, below the surface hex.
8 Treat this as the adjacent land terrain type for all purposes.
This message was last edited by the GM at 01:27, Fri 27 Mar 2020.
player, 24 posts
Thu 2 Apr 2020
at 19:44
  • msg #3

Player share space

For vessel modifications, see:

Siege weapons:

The example of how to add armor and magical enhancements is worth feasting your eyes on.
player, 48 posts
Tue 28 Apr 2020
at 21:50
player, 87 posts
Thu 30 Apr 2020
at 06:25
  • msg #5

Player share space

I will copy/paste the set of lifestyle rules I found.  I'm guessing that the 10gp/month is viable?

Cost of Living
An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?  You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.

Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.

Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.  Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.

Sign In