Have a look at Matt Mercers (DM for Critical Role) resurrection system. I can't remember it exactly but put simply it makes it harder to resurrect someone each time rather than just cost more (I think by increasing a DC roll). It also incorporates how many people are doing it, the skills of everyone, etc.
I did check it but I'm still fairly new to DnD and Matt Mercer's rules, though really cool and really useful in games that happen in-real time, seemed like they would just stop the campaign cold. I mean it involves the participation of every PC and in PBP, doing that would take forever. So I just increased the cost. I guess what I really want is something similar to the resurrection system in Tactics Ogre: The Knight of Lodis. In that game, you can bring dead troops back in battle but if you end the battle with people dead, they stay dead and there's nothing you can do about it. I wanted this but much more forgiving. I don't want a PC to die permanently just because another PC got confused and killed the last orc and ended the battle before the first PC could be brought back.
You could add an extra combat round at the end for resurrections if all enemies ar edead and everything needs to be done in that round. Ie if no one can get to them with their movement they pass on before they can be reached, and therefore makes the healers positioning throughout the battel and especially the end more important (no standing miles behind and then running on like in a sports match)
That could work. Or They could just take an instant short rest to do it. Dropping everything to do a short rest in the middle of dungeon is asking for trouble. But that has to be done to resurrect someone (at no extra cost)
A "death counter" could be an alternate way of doing it. You have X minutes to do the resurrection, or they are gone for good, rather than as combat immediately ends.
Depends on the campaign. Some campaigns lead to resource management due to owning something (like a fortress or keep, and having to pay for expanding/maintaining it). Some still have the options to buy the items they need for the progression of their character (very rare items). I've got an epic level campaign and the money is still a highly wanted luxury for their various grand schemes. One is attempting to build the largest castle in history, while another funds her epic level bard around-the-world rock tour.
Got it. So I've decided to hold of on further nerfing the resurrection spells until you guys get to stage to use it. If you have too much gold at that point, I will use the increasing cost method, otherwise I'll use the death counter (minute or round) method.
Given the current amount of cashflow in this PbP campaign, I think any homebrew that exponentially increases the cost of anything is quite harsh. E.g., we've been playing for about one month and have yet to gain any coin (let alone still sitting at Level 1) except for trading the limited loot from the goblin base: Shield (10gp in PHB) sold for 8cp (99.2% discounted); Scimitar (25 gp in PHB) sold for 5sp each (98% discounted); and shortbows (25gp, PHB) sold for 8cp ea. (99.78% discounted). I understand that these things were in poor shape, but you can see how it might seem like we maybe won't be making any money by looting, and it certainly won't afford us the ability to afford any sort of exponential increase in cost of basically anything.
While I appreciate the engagement on this campaign, the level progression and wealth accumulation compared to the number of posts are lacking (especially for a fighter who hopes to afford Plate some day).
I agree with NorthwestNiner. I think that we have enough homebrew rules. From my point of view I like the game the way it is, some rules or some adjustment should add fun, but we are in the way to create D&D 6.2 ;)
@Northwest Actually, you guys just picked the wrong mission for cash. When you get high profile or rich clients, you will get more gold as quest completion rewards.
So we are only getting XP at the completition of the quest? not while we are doing it? And what's consider "completing the quest"? going back to the guild and saying "we've done it"?
No. Finishing all standing objectives relating to the quest.
I'm going to be honest with you here. This goblin quest was not supposed to be this long. What was supposed to happen was that you guys get to Camenose, if you had met the daughter by then, you'd turn her over OR let her go (your choice). Talk to the farmer and get 350 XP. If you hadn't met the daughter, you talk to the farmer, go to the goblins, either kill them or realize they didn't take the daughter and leave. You'd get XP for goblins killed or 300 XP for talking to them.
But what I didn't expect you to do was all of the above. You got Tracey back, you went to kill goblins. You realized they aren't that bad and are now setting up a trade deal with them and Camenose. I didn't even think this was possible. This is why this quest is taking 4 times longer than it was supposed to. This is why you've been playing for a month and didn't get very far in terms of levels and gold.
Now, to be clear I don't mind this at all. In fact, what you guys managed to do with this quest was a very very awesome surprise for me. As for future quests, if I feel that the base quest without added expansions from the Player side is long, I may award XP mid-way. And XP awards from random encounters are still instant.
The plan never survives first contact with the players.
Now, actuall OOC discussion. Do we take the money
Rollback Post to RevisionRollBack
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
To be fair, we're all level 1 still. A housecat would destroy us.
Rollback Post to RevisionRollBack
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss Gymgier Morigak - Level 2 Dwarf Cleric - The Guild DM - Storm King's Thunder
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Have a look at Matt Mercers (DM for Critical Role) resurrection system. I can't remember it exactly but put simply it makes it harder to resurrect someone each time rather than just cost more (I think by increasing a DC roll). It also incorporates how many people are doing it, the skills of everyone, etc.
I did check it but I'm still fairly new to DnD and Matt Mercer's rules, though really cool and really useful in games that happen in-real time, seemed like they would just stop the campaign cold. I mean it involves the participation of every PC and in PBP, doing that would take forever. So I just increased the cost. I guess what I really want is something similar to the resurrection system in Tactics Ogre: The Knight of Lodis. In that game, you can bring dead troops back in battle but if you end the battle with people dead, they stay dead and there's nothing you can do about it. I wanted this but much more forgiving. I don't want a PC to die permanently just because another PC got confused and killed the last orc and ended the battle before the first PC could be brought back.
You could add an extra combat round at the end for resurrections if all enemies ar edead and everything needs to be done in that round. Ie if no one can get to them with their movement they pass on before they can be reached, and therefore makes the healers positioning throughout the battel and especially the end more important (no standing miles behind and then running on like in a sports match)
That could work. Or They could just take an instant short rest to do it. Dropping everything to do a short rest in the middle of dungeon is asking for trouble. But that has to be done to resurrect someone (at no extra cost)
A "death counter" could be an alternate way of doing it. You have X minutes to do the resurrection, or they are gone for good, rather than as combat immediately ends.
I like both the death counter idea and the limited round idea. That could work. BTW, in the late game, what do the PCs use gold for?
Depends on the campaign. Some campaigns lead to resource management due to owning something (like a fortress or keep, and having to pay for expanding/maintaining it). Some still have the options to buy the items they need for the progression of their character (very rare items). I've got an epic level campaign and the money is still a highly wanted luxury for their various grand schemes. One is attempting to build the largest castle in history, while another funds her epic level bard around-the-world rock tour.
Got it. So I've decided to hold of on further nerfing the resurrection spells until you guys get to stage to use it. If you have too much gold at that point, I will use the increasing cost method, otherwise I'll use the death counter (minute or round) method.
Given the current amount of cashflow in this PbP campaign, I think any homebrew that exponentially increases the cost of anything is quite harsh.
E.g., we've been playing for about one month and have yet to gain any coin (let alone still sitting at Level 1) except for trading the limited loot from the goblin base: Shield (10gp in PHB) sold for 8cp (99.2% discounted); Scimitar (25 gp in PHB) sold for 5sp each (98% discounted); and shortbows (25gp, PHB) sold for 8cp ea. (99.78% discounted). I understand that these things were in poor shape, but you can see how it might seem like we maybe won't be making any money by looting, and it certainly won't afford us the ability to afford any sort of exponential increase in cost of basically anything.
While I appreciate the engagement on this campaign, the level progression and wealth accumulation compared to the number of posts are lacking (especially for a fighter who hopes to afford Plate some day).
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I agree with NorthwestNiner. I think that we have enough homebrew rules. From my point of view I like the game the way it is, some rules or some adjustment should add fun, but we are in the way to create D&D 6.2 ;)
PbP Character: A few ;)
@Northwest Actually, you guys just picked the wrong mission for cash. When you get high profile or rich clients, you will get more gold as quest completion rewards.
Experience, too.
¯\_(ツ)_/¯
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You have 350 + 100 + 600 + 100 + 400 = 1550 Total XP. Divided by 6, that gives you each 258 XP which you will be awarded upon quest completion.
7 short of leveling up, quick someone kill a goblin!!!!
So we are only getting XP at the completition of the quest? not while we are doing it? And what's consider "completing the quest"? going back to the guild and saying "we've done it"?
PbP Character: A few ;)
No. Finishing all standing objectives relating to the quest.
I'm going to be honest with you here. This goblin quest was not supposed to be this long. What was supposed to happen was that you guys get to Camenose, if you had met the daughter by then, you'd turn her over OR let her go (your choice). Talk to the farmer and get 350 XP. If you hadn't met the daughter, you talk to the farmer, go to the goblins, either kill them or realize they didn't take the daughter and leave. You'd get XP for goblins killed or 300 XP for talking to them.
But what I didn't expect you to do was all of the above. You got Tracey back, you went to kill goblins. You realized they aren't that bad and are now setting up a trade deal with them and Camenose. I didn't even think this was possible. This is why this quest is taking 4 times longer than it was supposed to. This is why you've been playing for a month and didn't get very far in terms of levels and gold.
Now, to be clear I don't mind this at all. In fact, what you guys managed to do with this quest was a very very awesome surprise for me. As for future quests, if I feel that the base quest without added expansions from the Player side is long, I may award XP mid-way. And XP awards from random encounters are still instant.
Rule 1 of Dungeon Mastering: The players will derail any plan you have made for the campaign.
The plan never survives first contact with the players.
Now, actuall OOC discussion. Do we take the money
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder
Yep, it doesn't matter how much outcomes for a quest or encounter you try to cover, players will always find a different way XD
For the money I just posted that Val doesn't feel it right... but the rest can take it if you want of course.
PbP Character: A few ;)
To be fair, we're all level 1 still. A housecat would destroy us.
Sura of the Shaltari - Level 2 Human Barbarian - Lost Mine of Phandelver
Tarhun Delmirev - Level 1 Dragonborn Paladin - Out of the Abyss
Gymgier Morigak - Level 2 Dwarf Cleric - The Guild
DM - Storm King's Thunder