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alaraes:introduction [2020/09/09 04:24] – external edit 127.0.0.1alaraes:introduction [2021/02/24 03:03] (current) – [Encounter balance] forgemaster
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 ==== Technology ==== ==== Technology ====
  
-Technology, with a few exceptions, is treated as the exact opposite of Magic. Alaraes is the post-post apocalypse. While society has somewhat recovered from the Collapse, and technology is abundant in the world, much of it is poorly understood at best. A prime example are Foundrieslarge black-box production centers that are relics from before the collapse. Each Foundry produces one or two specialized items given the appropriate materials are provided to the input. The peoples of Alaraes may be able to perform simple maintenance and repair, but should one of these relics be badly damaged or broken, they would have no idea how to fix it. The same can be said for auto-docs or augmentation centers. Some technological concepts have simply been lost to the sands as time.+Alaraes is set in the post-post apocalypse. While society has somewhat recovered from the Collapse, and technology is abundant in the world, much of it is poorly understood at best. A prime example are Foundrieslarge black-box production centers that are relics from before the collapse. Each Foundry produces one or two specialized items given the appropriate materials are provided to the input. The peoples of Alaraes may be able to perform simple maintenance and repair, but should one of these relics be badly damaged or broken, they would have no idea how to fix it. The same can be said for auto-docs or augmentation centers. Some technological concepts have simply been lost to the sands as time. However, technology is still an everyday occurance. Farmers may have grav-carts and electric razors. Hostels and Bread-and-breakfasts may have access to electricity. Adventurers may have firearms, tanks, or radios. Just because something is poorly understood, does not mean it is not used.
  
 ====== A Note on Balance ====== ====== A Note on Balance ======
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 ==== Encounter balance ==== ==== Encounter balance ====
  
-After level 5 or 6, assuming the item rarity suggestion has been followed, it is suggested to design encounters as one step harder than intended in other settings to get an accurate read on encounter difficulty. So for a medium threat encounter, it is suggested that you design a difficult encounter to achieve the same effect. Action economy has been touched by a couple high-rarity items, and these are intended to be difficult to obtain, and may even be the subject of an entire quest or campaign in and of itself. They are to be placed in the game with caution.+After level 5 or 6, assuming the item rarity suggestion has been followed, it is suggested to design encounters as one step harder than intended in other settings to get an accurate read on encounter difficulty. So for a medium threat encounter, it is suggested that you design a difficult encounter to achieve the same effect. Action economy has been touched by a couple high-rarity items, and these are intended to be difficult to obtain, and may even be the subject of an entire quest or campaign in and of itself. They are to be placed in the game with caution. Damage dealing items often specifically stack, and some healing items function outside of the normal rules. The number of items with these effects have been limited to avoid number bloat, but the effect is intentional
  
  
alaraes/introduction.1599625479.txt.gz · Last modified: 2020/09/09 04:24 by 127.0.0.1