Thumb up
1 Posts

Dungeon Plungin'» Forums » General

Subject: Altering how traps are handled in the automated quest generator rss

Your Tags: Add tags
Popular Tags: [View All]
Augusto E. Rodrigues
Sao Paulo
Sao Paulo
flag msg tools
erf_beto had commented on how it was a problem to see which doors/chests were trapped on the automated quest generator.

There is a way to walk around that:

- On the ROOM tab, look for the door and chest tables and delete the rows where Trap is set as None. Rearrange the remaining rows and adjust the MIN and MAX values according to the new amount of rows for each table.

- Now the generator will always return a trap for every door or chest, so you can make your regular roll to detect and roll to see if there is a trap or not. If it happens to be a trap, the generator is already giving you wich one.

Note: Most quest use the 1-2 result as Untrapped and 3-6 as Trapped.

I think i´ll probably switch the generator to this configuration in future versions to be more according to the game rules.
 Thumb up
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.