your purpose in the new expansion Ruler of faydark-- Before the fall is to get past the required level to have the story shard up to level 5 and that requirement is the character shard is at level 10 in order for the level 15 land shard to connect to the story shard which will be moved from level 4 to level 5 as soon as the required level is achived. Im introducing three new quests when done seperate each will advance 1 level but they are smaller parts of the story which when all three quests are done unlocks the boss fight the priest of discord and then saves the missing king from being the priests prisoner.
also just to explain this is a free roaming game so the story shard doesnt just connect to the land by itself as a player you start out with 4 crystals the character crystal the land crystal and the story crystal are part of nature but there is another crystal the item crystal where as its not part of the natural its there to. but anyways the shards have to do with the forces of nature in the world and the crystals is how the players interact with and make changes in the world. the reason for this is so that players can use these new instancing board game maps
where in they can play a adventure with a board like the one i made and do there quests which wont be the same as the ones i make but thats ok because instances are not the same with any two players but that is not to say that if one player wanted and it was acceptable to another player that they couldn't go to the same instance.
So my question is do you think that using dnd tiles is a good way to go about letting people run around playing dnd and then with the added structure of the description of rooms toi build the feeling of controlling a character that can go around the same world that the other people are playing in. ( i know that this seems alittle convoluted but there doesnt seem to be any one else trying to do this so i hope you will understand what im trying to do is not that easy to clearify but give it your best shot to offer some advice or critisism's or questions please to help build this type of dnd game up rather than bring it down.)
Not to be rude or anything, but almost none of the words you have strung together make sense. What is all this about "Shards"? My eyes were bleeding as I reread this post to try to figure out what you were going on about. Using a computer, not a phone, could you please, please start from the beginning and repost this. Remember...none of us know what you are talking about!
recently I was helping someone figure out how to make more intricate roleplaying on the dnd forum and I realized how it would be tough to crystals for someone who doesn't have a open world free roaming game or even care to learn to play one. Because that's where the knowledge of something like that would be used,
So during the first game of bizaro quest I got to level 12 which I did via quests each quest has three parts that I completed with one character each so each quest gave 1 level but there was three of these quests that were part of a bigger major quest that is why each part was for 3 levels each quest thus with 3 quests total they would be level 9 and then when all three parts go together into a conclusion there was some more bonus levels making it to 12.
and now I'm working on the expansion so the character shard (player's level) needs to be level 10 in order to connect a story shard(quest) that is set to level 4 to a land shard that is set to level 15 because that is how many lands were discovered in the first bizaroquest game. so to simplify the story shard would be level 4 because there was 3 quests with 3 subquests in each before one can be completed making it 9 and after completting a quest there was a bonus making it add up to 12 and thus the story was level 4 but with the new expansion quest people can reach up to level 15 by getting done with the quest and then setting the story shard to level 5 and so that means when people get one part of the quest done a new land is opened and the land shard goes up one level by the
time the quest is done they will have found another three lands.
So if there is a future expansion the story shard would be set to 6 to begin whatever is next but what level would be required before the next time the story crystal connects to the land is up for grabs.
So to simplify, you’re saying that you want to improve player experience and flow by limiting the places they can go based on their level? Or am I totally missing the ballpark here
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
yes your pretty much right i want to improve free roaming open world player experience by limiting the places they can go during quests. but you need all the extra info to be able to go to those places without it counting as a quest, via disconnecting the story shard from the land shard people could go anywhere just to exp. and that i think is why posting this confusing stuff helps people because, after doing the 3 quests they the story was at rank 3 but my character was at rank 4 and the amount of lands available in the game was at rank 5. i was thinking it could be called a 345 rule or something clever. But i think a lot of the bigger plan for this being fun got lost behind the mechanics. and thats unfortunate because i think that the dnd tiles are pretty cool and would be alot of fun for people to play a campaign like this with with the undersanding of that people could remake the map that im making to explain the the rooms being described in the campaign notes. but i dont want to give the impression i have covered everything i have a lot of stuff working on this project so i might of missed something last nigh i was looking at this and thought i had thought of something it might be 345 rule or maybe something else so i might redo this reply sometime
I just remembered what i forgot to mention before that since if there is 3 quests to start then they would be worth 9 levels then since players could get to level 12 and that theres 15 lands that the 345 rule was about finding out how many levels to let each quest allow people to get in each land.
quest:1 level:26 start: harbour goal: use a arcana check or a divine adventure to find a missing girl summary: so to overcome a dc 18 quest to bring the missing girl back you defeated 4 level 15 crab monsters, you used your hunting skills to follow a trail of crab monsters and if you succeeded dc 7, you use a endurance check at the end of path dc 11, to determine if you find the girl unharmed and you find graputkists journal. reward:you gain +1 to land crystal, +5 to character crystal, and +3 to item crystal (primary bonus). Or you gain +3 to character crystal, and +2 to item crystal, and you find the girl but she has been injured by crab monsters and you find arandil's journal.
quest:2 level:26 start: forgotten camp goal: use religion check or divine courage to help choose to side with grapukist or arandil on the matter of who is befouling the water. summary: defeat 4 level 15 mosquito monsters and if you succeed you follow the trail of the mosquito. you were guided by your sense of doing whats right by grapukist or arandil whichever one whose cause you picked to fight for and then battled to get the source of the other ones failed attempt to befoul the water supply. reward: you get +1 to land crystal, and +5 to character crystal. (primary bonus) or you +3 to character crystal. (secondary bonus)
quest:3 level:26 start:kings tunnel goal: use diplomacy or journal of arandil or grapukist that you found from saving the missing girl to convince the guard to stop blocking access to the tunnel or battle him to get past. summary: you faught for your right to negotiate with a out of control tunnel guard by defeating 4 level 15 zombies were in the way of helping guard journal and you proved that he regain his sanity after surviving from a zombie attack if he served a bigger purpose than himself. reward: +5 to character crystal, and +3 to item crystal (primary bonus) or +3 to character crystal, and +1 to item crystal (secondary bonus)
quest: 4 level:26 start: armoury goal: use law enforcement or history to figure out who would disrupt supply routes summary: defeated four zombies and made it to the armoury to get things under control in town and help using a dc 7 law enforcement or history check and to put a stop the monsters from blocking supply of kaladim. reward: +5 (primary bonus) to item crystal checks or +3 (secondary bonus)
quest 5 level:26 start: camp goal: use a nature check or speak to get modmor tofu to reveal why hes disrupting kaladim's supply route. summary: defeated 4 orcs to get to modmor tofu and used a nature check or spoke to modmor tofu to reveal either the orcs of kelethin to be at fault for the supply disruption or the priest of discord in aknon to be at fault for the supply disruption against a dc 6 check. reward: +1 to land crystal +5 to character crystal (primary bonus) or +3 to character crystal checks (secondary bonus)
quest 6 level:26 start: interducts goal: use prosecutor or dungeoneering at the orc guardian to stop him from disrupting kaladim's supply route to freeport on the mainland of antonica. summary: defeated 4 lizardmen to put a stop to the orc guardian who is in the interducts appearing to disrupt the supply route by using either prosecutor or dungeoneering against a dc 13 check. and went on to the land (in another dnd tiles map) that you have decided is the cause of the disruption either kelethin or akanon and you added up your crystal bonuses and then you apply them to a check against that cityies total of attack defence and magic and roll a d20 to see if you succeed to become the first one to be ruler of faydark: before the fall of whoever else was trying to do the same thing to the town of kaladim :) reward: +1 to land crystal +4 to character crystal +1 to item crystal (primary bonus) or +2 to character crystal (secondary bonus)
I need help for the rule of faydwer expansion pack i'm adding the quests in order to have people take over cities by building up there crystal levels by doing quests so my question is if anybody wants to help me make this info easier to understand to get people to want to play my game then would they look in the spoiler and see if they can help me reorganize it into sensible reading material rather than my incoherent gibberish lol.
so for example the city of akanon would have 60 defence and 20 attack and 5 magic so to take that over you would roll against a dc of 2 for (land shard level) 4 for (character shard level) and 5 for (item shard level) so total of 11 dc to rule akanon.
so doing the quests above would give bonuses to the crystals that can be leveled up to give modifiers against that 11 dc role also the quests from the main game could be used they were adventuring, crafting, and housing. they would fall into the catagories of characters, land, and items but not only for modifiers to the 11 dc role but as level increases and caps on the shards that aren't being improved. such as for example say I'm working on a crafting quest then by using the 345 rule lets say I do 2 crafting quests then that is a cap of 6 levels that can be put into the land shard and because of that rule I could say decide that the character shard is capped at 9 levels and the item shard at 12.
so another interesting thing about this rule is the way ruling itself is different than the usual definition of the word ruler or rules etc, the whole concept of my rule is based on understanding this system so to explain in order to just let people rule in akanon or rather to let them (live). They need to have the adventuring crystal at level 3 so they are level 9 that way they have crafting at level 12 and housing at level 15 because in order to live in one land they need to be able to have a house at any of the 15 lands in the main continent because in each house has a crafting station they can use to respawn monsters and crafting just needs to be at level 12 to be able to sync with that level of housing to use the 345 rule.
As a ruler people can make up there quests they only need to know how the rules work to make quests and thus nobody needs to leave the land they like to make there home if they don't want because they can make a quest that is a crafting quest that gives rewards to land, character, and item crystals and also at the same time boosts the level cap on how high there crystals can go like if there is three crafting quests then the cap on the amount of rewards they can get from the crafting quests for the land crystal is 9 and thus they can have 12 or 15 for either the people crystal or the item crystal its the players choice because crafting is the middle sphere so with the 345 rule people can decide to make the left side higher or the right side higher.
So once someone has overruled or (over rolled) a land with the modifiers of there crystals then they add there crystal levels to the shards that were already there and only they can control what monsters are respawned in the area's and stuff like that.
so im still working on my legends of bizaroquest expansion https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/29532-need-help-making-up-a-new-bizaroquest-expansion, but I have completed the six quests on the path from level 9 to level 15, so the 345 rule is still in place but I made use of free roaming areas by building wide open areas like https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/30101-open-pbp-bizaroquest the nentir vale and so now that in the quest the other continent is unlocked based on all that info above in this post. im thinking to have another kind of open world area made for this continent but I wonder should I just reuse the one I already made and call it something else or make another big project, because the point is that this expansion is like instances of places that people can do like a dungeon that has a certain amount of monsters to fight to accomplish the quest of spawning a boss monster.
and I know what the crystals mean in the current expansion I started at level 9 so there was a +3 story crystal clearly already done and then in legends of bizaroquest did another 6 quests before raising the level of my character to 15 so that is a +5 character crystal and also if you add the six quests to the nine quests already implied it means its 15 so the story crystal is +5 and the land crystal is +5 and the character crystal is +5 and that just means it moves up to +6 and gives a +2 for things getting done and theres still one more thing to do in this quest so I needed to make a expansion.
your purpose in the new expansion Ruler of faydark-- Before the fall
is to get past the required level to have the story shard up to level 5 and that requirement is the character shard is at level 10 in order for the level 15 land shard
to connect to the story shard which will be moved from level 4 to level 5 as soon as the required level is achived. Im introducing three new quests when done seperate each will advance 1 level but they are smaller parts of the story which when all three quests are done unlocks the boss fight the priest of discord and then saves the missing king from being the priests prisoner.
also just to explain this is a free roaming game so the story shard doesnt just connect to the land by itself as a player you start out with 4 crystals the character crystal the land crystal and the story crystal are part of nature but there is another crystal the item crystal where as its not part of the natural its there to. but anyways the shards have to do with the forces of nature in the world and the crystals is how the players interact with and make changes in the world. the reason for this is so that players can use these new instancing board game maps
where in they can play a adventure with a board like the one i made and do there quests which wont be the same as the ones i make but thats ok because instances are not the same with any two players but that is not to say that if one player wanted and it was acceptable to another player that they couldn't go to the same instance.
So my question is do you think that using dnd tiles is a good way to go about letting people run around playing dnd and then with the added structure of the description of rooms toi build the feeling of controlling a character that can go around the same world that the other people are playing in. ( i know that this seems alittle convoluted but there doesnt seem to be any one else trying to do this so i hope you will understand what im trying to do is not that easy to clearify but give it your best shot to offer some advice or critisism's or questions please to help build this type of dnd game up rather than bring it down.)
Not to be rude or anything, but almost none of the words you have strung together make sense. What is all this about "Shards"? My eyes were bleeding as I reread this post to try to figure out what you were going on about. Using a computer, not a phone, could you please, please start from the beginning and repost this. Remember...none of us know what you are talking about!
So to simplify, you’re saying that you want to improve player experience and flow by limiting the places they can go based on their level? Or am I totally missing the ballpark here
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
yes your pretty much right i want to improve free roaming open world player experience by limiting the places they can go during quests. but you need all the extra info to be able to go to those places without it counting as a quest, via disconnecting the story shard from the land shard people could go anywhere just to exp. and that i think is why posting this confusing stuff helps people because, after doing the 3 quests they the story was at rank 3 but my character was at rank 4 and the amount of lands available in the game was at rank 5. i was thinking it could be called a 345 rule or something clever. But i think a lot of the bigger plan for this being fun got lost behind the mechanics. and thats unfortunate because i think that the dnd tiles are pretty cool and would be alot of fun for people to play a campaign like this with with the undersanding of that people could remake the map that im making to explain the the rooms being described in the campaign notes. but i dont want to give the impression i have covered everything i have a lot of stuff working on this project so i might of missed something last nigh i was looking at this and thought i had thought of something it might be 345 rule or maybe something else so i might redo this reply sometime
I just remembered what i forgot to mention before that since if there is 3 quests to start then they would be worth 9 levels then since players could get to level 12 and that theres 15 lands that the 345 rule was about finding out how many levels to let each quest allow people to get in each land.
quest:1
level:26
start: harbour
goal: use a arcana check or a divine adventure to find a missing girl
summary: so to overcome a dc 18 quest to bring the missing girl back you
defeated 4 level 15 crab monsters, you used your hunting skills to follow
a trail of crab monsters and if you succeeded dc 7, you use a endurance check
at the end of path dc 11, to determine if you find the girl unharmed
and you find graputkists journal.
reward:you gain +1 to land crystal, +5 to character crystal, and +3 to item
crystal
(primary bonus). Or you gain +3 to character crystal, and +2 to item crystal,
and you
find the girl but she has been injured by crab monsters and you find
arandil's journal.
quest:2
level:26
start: forgotten camp
goal: use religion check or divine courage to help choose to side with
grapukist or arandil on the matter of who is befouling the water.
summary: defeat 4 level 15 mosquito monsters and if you succeed
you follow the trail of the mosquito. you were guided by your sense
of doing whats right by grapukist or arandil whichever one whose cause you
picked to fight for and then battled to get the source of the other ones
failed attempt to befoul the water supply.
reward: you get +1 to land crystal, and +5 to character crystal. (primary
bonus)
or you +3 to character crystal. (secondary bonus)
quest:3
level:26
start:kings tunnel
goal: use diplomacy or journal of arandil or grapukist that you found
from saving the missing girl to convince the guard to stop blocking access
to the tunnel or battle him to get past.
summary: you faught for your right to negotiate with a out of control
tunnel guard by defeating 4 level 15 zombies were in the way of helping
guard journal and you proved that he regain his sanity after surviving from
a zombie attack if he served a bigger purpose than himself.
reward: +5 to character crystal, and +3 to item crystal (primary bonus)
or +3 to character crystal, and +1 to item crystal (secondary bonus)
quest: 4
level:26
start: armoury
goal: use law enforcement or history to figure out who would disrupt supply
routes
summary: defeated four zombies and made it to the armoury to get
things under control in town and help using a dc 7 law enforcement
or history check and to put a stop the monsters from blocking supply of
kaladim.
reward: +5 (primary bonus) to item crystal checks or +3 (secondary bonus)
quest 5
level:26
start: camp
goal: use a nature check or speak to get modmor tofu to reveal why hes
disrupting
kaladim's supply route.
summary: defeated 4 orcs to get to modmor tofu and used a nature check
or spoke to modmor tofu to reveal either the orcs of kelethin to be at
fault for the supply disruption or the priest of discord in aknon to
be at fault for the supply disruption against a dc 6 check.
reward: +1 to land crystal +5 to character crystal (primary bonus)
or +3 to character crystal checks (secondary bonus)
quest 6
level:26
start: interducts
goal: use prosecutor or dungeoneering at the orc guardian to stop him from
disrupting kaladim's supply route to freeport on the mainland of antonica.
summary: defeated 4 lizardmen to put a stop to the orc guardian who is
in the interducts appearing to disrupt the supply route by using either
prosecutor or dungeoneering against a dc 13 check. and went on to the land (in another dnd tiles map) that you have decided is the cause of the disruption either kelethin or akanon and you added up your crystal bonuses and then you apply them to a check against that cityies total of attack defence and magic and roll a d20 to see if you succeed to become the first one to be ruler of faydark: before the fall of whoever else was trying to do the same thing to the town of kaladim :)
reward: +1 to land crystal +4 to character crystal +1 to item crystal
(primary
bonus)
or +2 to character crystal (secondary bonus)
I need help for the rule of faydwer expansion pack i'm adding the quests in order to have people take over cities by building up there crystal levels by doing quests so my question is if anybody wants to help me make this info easier to understand to get people to want to play my game then would they look in the spoiler and see if they can help me reorganize it into sensible reading material rather than my incoherent gibberish lol.
so for example the city of akanon would have 60 defence and 20 attack and 5 magic so to take that over you would roll against a dc of 2 for (land shard level) 4 for (character shard level) and 5 for (item shard level) so total of 11 dc to rule akanon.
so doing the quests above would give bonuses to the crystals that can be leveled up to give modifiers against that 11 dc role also the quests from the main game could be used they were adventuring, crafting, and housing. they would fall into the catagories of characters, land, and items but not only for modifiers to the 11 dc role but as level increases and caps on the shards that aren't being improved. such as for example say I'm working on a crafting quest then by using the 345 rule lets say I do 2 crafting quests then that is a cap of 6 levels that can be put into the land shard and because of that rule I could say decide that the character shard is capped at 9 levels and the item shard at 12.
so another interesting thing about this rule is the way ruling itself is different than the usual definition of the word ruler or rules etc, the whole concept of my rule is based on understanding this system so to explain in order to just let people rule in akanon or rather to let them (live). They need to have the adventuring crystal at level 3 so they are level 9 that way they have crafting at level 12 and housing at level 15 because in order to live in one land they need to be able to have a house at any of the 15 lands in the main continent because in each house has a crafting station they can use to respawn monsters and crafting just needs to be at level 12 to be able to sync with that level of housing to use the 345 rule.
As a ruler people can make up there quests they only need to know how the rules work to make quests and thus nobody needs to leave the land they like to make there home if they don't want because they can make a quest that is a crafting quest that gives rewards to land, character, and item crystals and also at the same time boosts the level cap on how high there crystals can go like if there is three crafting quests then the cap on the amount of rewards they can get from the crafting quests for the land crystal is 9 and thus they can have 12 or 15 for either the people crystal or the item crystal its the players choice because crafting is the middle sphere so with the 345 rule people can decide to make the left side higher or the right side higher.
So once someone has overruled or (over rolled) a land with the modifiers of there crystals then they add there crystal levels to the shards that were already there and only they can control what monsters are respawned in the area's and stuff like that.
so im still working on my legends of bizaroquest expansion https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/29532-need-help-making-up-a-new-bizaroquest-expansion, but I have completed the six quests on the path from level 9 to level 15, so the 345 rule is still in place but I made use of free roaming areas by building wide open areas like https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/30101-open-pbp-bizaroquest the nentir vale and so now that in the quest the other continent is unlocked based on all that info above in this post. im thinking to have another kind of open world area made for this continent but I wonder should I just reuse the one I already made and call it something else or make another big project, because the point is that this expansion is like instances of places that people can do like a dungeon that has a certain amount of monsters to fight to accomplish the quest of spawning a boss monster.
and I know what the crystals mean in the current expansion I started at level 9 so there was a +3 story crystal clearly already done and then in legends of bizaroquest did another 6 quests before raising the level of my character to 15 so that is a +5 character crystal and also if you add the six quests to the nine quests already implied it means its 15 so the story crystal is +5 and the land crystal is +5 and the character crystal is +5 and that just means it moves up to +6 and gives a +2 for things getting done and theres still one more thing to do in this quest so I needed to make a expansion.