The simplest method to begin with is the Energy Cost method of making a dungeon.
The basic submission for initial dungeons should be in this format, sent in PM to a GM (I'm the only GM at the moment).
(basics)
Further Info on Dungeon Building:
List of Challenges and their Energy Costs. (Simple Dungeons)
List of Challenges, modifiers, and more. (Advanced Dungeons, still being balanced)
Edit Log:
The basic submission for initial dungeons should be in this format, sent in PM to a GM (I'm the only GM at the moment).
etc... With Stage 6 (the end-boss) having "Part1" and "Part2" instead of option1 and option2.Stage 1
Option 1
Primary Type(Stat, Difficulty, Cost)
Secondary Type(Stat, Difficulty, Cost)
Other types(Cost):
Simple descripton:
Option 2
Primary Type(Stat, Difficulty, Cost)
Secondary Type(Stat, Difficulty, Cost)
Other types(Cost):
Simple descripton:
(basics)
Every room has a cost to make (in energy), and the characters must bust through the dungeon stage by stage.
Every "stage" of a dungeon will have (at least) 2 options to choose from. If a character chooses a stage, roll their attempt against the stage's Challenge Rating, and the character passes or takes damage accordingly.
Until the system's bugs are worked out, please keep dungeon to the following format:
6 stages, 2 options per stage, except for stage 6 which is the end-boss stage.
For this size dungeon, you have 250 energy to work with, plus 50 more for each level of the Adventurer. (If you want to play with a higher level heroine, that is.)
You spend this Energy to make 12 "rooms". These rooms are your dungeon. A player will get to choose between 2 rooms on each of the first 5 stages, and the last "boss" stage they must face both challenges together.
Each challenge (primary or secondary) must choose which stat to "attack". You must limit yourself to no more than 5 "primary" attacks against a stat, and 3 "secondary" attacks against a stat for each dungeon (with the current setup, this will be expanded as the game rules expand).
Each challenge may have a Primary effect and up to 5 additional effects, plus 1 additional modifier per level of the dungeon. (Secondary Challenge, Modifiers, Special Effects (hidden, dead end, encampment, etc.))
This system is designed to make dungeons easy to create, easy to balance, and easy to understand, so that you, as a Villain, do not need to take forever looking up stats or building your own system. It's designed to get dungeons out and running, so everyone can focus on the playing, instead of the struggling with stats.
Every "stage" of a dungeon will have (at least) 2 options to choose from. If a character chooses a stage, roll their attempt against the stage's Challenge Rating, and the character passes or takes damage accordingly.
Until the system's bugs are worked out, please keep dungeon to the following format:
6 stages, 2 options per stage, except for stage 6 which is the end-boss stage.
For this size dungeon, you have 250 energy to work with, plus 50 more for each level of the Adventurer. (If you want to play with a higher level heroine, that is.)
You spend this Energy to make 12 "rooms". These rooms are your dungeon. A player will get to choose between 2 rooms on each of the first 5 stages, and the last "boss" stage they must face both challenges together.
Each challenge (primary or secondary) must choose which stat to "attack". You must limit yourself to no more than 5 "primary" attacks against a stat, and 3 "secondary" attacks against a stat for each dungeon (with the current setup, this will be expanded as the game rules expand).
Each challenge may have a Primary effect and up to 5 additional effects, plus 1 additional modifier per level of the dungeon. (Secondary Challenge, Modifiers, Special Effects (hidden, dead end, encampment, etc.))
This system is designed to make dungeons easy to create, easy to balance, and easy to understand, so that you, as a Villain, do not need to take forever looking up stats or building your own system. It's designed to get dungeons out and running, so everyone can focus on the playing, instead of the struggling with stats.
Further Info on Dungeon Building:
In the event of adding the Tech Stats, this usual limit of 5 primary and 3 secondary becomes 4 Primary and 2 Secondary per stat. If Tech is merely replacing an existing stat, the limit is unaffected. If a stat is removed (say a non-magic dungeon), the limit is raised to 5 primary and 5 secondary.
If you would like to level-up the characters used, you get an additional 50 energy for every 1 level the characters gain, use this to your advantage in creative traps!
Using the information below, a dungeon with nothing but "Primary, Default" and "Secondary, tough" challenges, would cost 204 energy (238 including boss modifiers on stage 6).
But of course, no one wants such a bland dungeon, right? That's where Modifiers come in. Instead of just spamming every challenge with Primary and Secondary effects, mix it up. Make some challenges deceptively nasty seeming by adding two secondary effects, then weaken it a lot. Or make a Primary Challenge suddenly insanely tough. Even worse, make it a miniboss!
Instead of always trying to balance both paths, try making one path harder, unexpectedly, or trick players out by adding several hidden challenges.
The end-boss does NOT need to be the Villain. Make it some evil creation instead, or a guardian if you don't feel right having your villain constantly showing up. If you make a string of dungeons linked together one by one, you could have the Villain be a final challenge for Adventurers to strive for.
Above all: Roleplay, Roleplay, Roleplay! Win or lose, the goal is to have fun while presenting your dungeon and idea to everyone. And we all know Villains aren't supposed to win in the end after all, right? ... but no one said anything about not getting to rape the heroine a few times along the way
If you would like to level-up the characters used, you get an additional 50 energy for every 1 level the characters gain, use this to your advantage in creative traps!
Using the information below, a dungeon with nothing but "Primary, Default" and "Secondary, tough" challenges, would cost 204 energy (238 including boss modifiers on stage 6).
But of course, no one wants such a bland dungeon, right? That's where Modifiers come in. Instead of just spamming every challenge with Primary and Secondary effects, mix it up. Make some challenges deceptively nasty seeming by adding two secondary effects, then weaken it a lot. Or make a Primary Challenge suddenly insanely tough. Even worse, make it a miniboss!
Instead of always trying to balance both paths, try making one path harder, unexpectedly, or trick players out by adding several hidden challenges.
The end-boss does NOT need to be the Villain. Make it some evil creation instead, or a guardian if you don't feel right having your villain constantly showing up. If you make a string of dungeons linked together one by one, you could have the Villain be a final challenge for Adventurers to strive for.
Above all: Roleplay, Roleplay, Roleplay! Win or lose, the goal is to have fun while presenting your dungeon and idea to everyone. And we all know Villains aren't supposed to win in the end after all, right? ... but no one said anything about not getting to rape the heroine a few times along the way
List of Challenges and their Energy Costs. (Simple Dungeons)
Challenge Type: Primary, Default.
Note on Secondary Challenges. If a negative modifier is in place, a challenge may be reduced to half of it's base cost, not below, this prevents exploitation of secondary challenges as a method of making costs negative to gain more points for a dungeon.
Challenge Type: Secondary, multiplier x1.
Challenge Type: Secondary, Tough Roll.
Challenge Type: After, Dead End.
Challenge Type: After, Encampment.
(EDITED! Encampment is now an after-effect on a challenge, forcing a player to defeat a challnge before entering the encampment area. Courtesty of Pheonix who indirectly alerted me that replacing a challenge entirely with an encampment seems unbalanced.)
Challenge Type: Hidden (Single Trait, modified for hide-all).
(EDITED: This version of hidden may now be used to hide a single trait only (such as Encampment, or a particularly nasty 2nd challenge), but you still put "hidden" in for that trait. Cost reduced dramatically to scale for variation of encampment.)
Challenge Type: Miniboss
Challenge Type: End-Boss (May or may not be the Villain, but it will end a dungeon if defeated)
Triggers: Primary, Automatically when starting a stage choice.
Base Challenge Rating: 16
Cost to Set: 10 energy. Base Modifier is 0.
Effectiveness (Balanced): 50%
Damage: 1 per point failed by.
Modifying: +1 Challenge Rating costs 3 energy and +1 Base Modifier.
(reverseable to -1 challenge rating for -3 energy and -1 base modifier.)
Description: A typical encounter for a level 0. These cost very little to put out and are your base attacks. A character with balanced stats has a 50%chance of success against this encounter. And even with a total fail (1), they would only take 10 damage. As a primary trap, it's cheap but slightly ineffective, should likely be used as filler for otherwise empty rooms.
Base Challenge Rating: 16
Cost to Set: 10 energy. Base Modifier is 0.
Effectiveness (Balanced): 50%
Damage: 1 per point failed by.
Modifying: +1 Challenge Rating costs 3 energy and +1 Base Modifier.
(reverseable to -1 challenge rating for -3 energy and -1 base modifier.)
Description: A typical encounter for a level 0. These cost very little to put out and are your base attacks. A character with balanced stats has a 50%chance of success against this encounter. And even with a total fail (1), they would only take 10 damage. As a primary trap, it's cheap but slightly ineffective, should likely be used as filler for otherwise empty rooms.
Note on Secondary Challenges. If a negative modifier is in place, a challenge may be reduced to half of it's base cost, not below, this prevents exploitation of secondary challenges as a method of making costs negative to gain more points for a dungeon.
Challenge Type: Secondary, multiplier x1.
Triggers: when failing a primary challenge.
Base Challenge Rating: None, auto-scales to Primary Roll fail.
Cost to Set: 4 energy + (2x Base Modifier)
Effectiveness (Balanced): Same as Primary of the room.
Damage: Equal to Primary Damage.
Modifying: 50% more damage (rounded down) for +4 energy and + 1x Base Modifier. (can be taken multiple times)
Description: A typical additional challenge, useful for injuring stats with high Ability Score, as the ability score is ignored. The weakness of this trap type is that if the character is very tough in the primary stat, this will likely not do very much damage, if any at all.
Base Challenge Rating: None, auto-scales to Primary Roll fail.
Cost to Set: 4 energy + (2x Base Modifier)
Effectiveness (Balanced): Same as Primary of the room.
Damage: Equal to Primary Damage.
Modifying: 50% more damage (rounded down) for +4 energy and + 1x Base Modifier. (can be taken multiple times)
Description: A typical additional challenge, useful for injuring stats with high Ability Score, as the ability score is ignored. The weakness of this trap type is that if the character is very tough in the primary stat, this will likely not do very much damage, if any at all.
Challenge Type: Secondary, Tough Roll.
Triggers: When failing a primary challenge.
Base Challenge Rating: 21
Cost to set: 7 energy + (2x Base Modifier)
Effectiveness (Balanced): 75%
Modifying: +1 Challenge Rating costs 1 energy + 1x Base Modifier.
Description: An advanced challenge doing more damage by having a tougher challenge roll. Due to it being a secondary challenge, it only activates if the Primary Challenge is failed, so the cost is substantially lowered compared to the Primary Challenge.
Base Challenge Rating: 21
Cost to set: 7 energy + (2x Base Modifier)
Effectiveness (Balanced): 75%
Modifying: +1 Challenge Rating costs 1 energy + 1x Base Modifier.
Description: An advanced challenge doing more damage by having a tougher challenge roll. Due to it being a secondary challenge, it only activates if the Primary Challenge is failed, so the cost is substantially lowered compared to the Primary Challenge.
Challenge Type: After, Dead End.
Triggers: After defeating a challenge.
Base Challenge Rating: none.
Cost to Set: 5 energy. Hidden Cost 10. (Flat cost instead of using modifiers, net if hidden: 15 energy.)
Effectiveness (Balanced): None
Modifying: Costs an additional 5 energy per level of characters. (10 at level 1, 15 at level 2, etc. Hidden cost unchanged)
Description: A simple dead-end path. This kicks in after a challenge is completed, when the Adventurer realizes they must go back and complete a different challenge on this stage to continue. Useful for "encampments" to force the player to take a challenge after resting, but may be placed anywhere. Especially useful for making mazes with many branching options, but the high cost means it should be used sparingly.
Base Challenge Rating: none.
Cost to Set: 5 energy. Hidden Cost 10. (Flat cost instead of using modifiers, net if hidden: 15 energy.)
Effectiveness (Balanced): None
Modifying: Costs an additional 5 energy per level of characters. (10 at level 1, 15 at level 2, etc. Hidden cost unchanged)
Description: A simple dead-end path. This kicks in after a challenge is completed, when the Adventurer realizes they must go back and complete a different challenge on this stage to continue. Useful for "encampments" to force the player to take a challenge after resting, but may be placed anywhere. Especially useful for making mazes with many branching options, but the high cost means it should be used sparingly.
Challenge Type: After, Encampment.
(EDITED! Encampment is now an after-effect on a challenge, forcing a player to defeat a challnge before entering the encampment area. Courtesty of Pheonix who indirectly alerted me that replacing a challenge entirely with an encampment seems unbalanced.)
Triggers: After defeating a challenge.
Base Challenge Rating: None.
Cost to set: Restores Gain 50 energy. Hidden costs 20. (Flat cost instead of using modifiers, net if hidden: Gain 30 energy.)
Notes: Encampment will not affect secondary challenge costs. If an encampment is hidden you must list a (Hidden) on that challenge, which may easily alert players to the presence of it.
Effectiveness (Balanced): None
Modifying: Gain an additional 10 energy per level of the character. (Example, 60 energy for level 1. 70 energy for level 2, etc.)
SPECIAL: A space with an encampment on it may have up to 2 additional modifiers on the challenge, forcing players to face a difficult task to reach the encampment's safety.
Description: A safe place for players to rest and recover. This "challenge" is typically added to larger dungeons with many branched paths in order to get more energy for higher range challenges. The rules for balancing encampments are still being worked out, but obvious attempts to abuse the system (such as placing encampments in the first stage so later stages can be super-powered), are not allowed. GM will rule if an encampment is valid or not.
Encampments restore up to 10 Points to a player (typically starting with Willpower), in any way the player sees fit, up to max points. Higher levels do not gain more points, however encampments are more tempting because it's easier to fully use a refill.
Base Challenge Rating: None.
Cost to set: Restores Gain 50 energy. Hidden costs 20. (Flat cost instead of using modifiers, net if hidden: Gain 30 energy.)
Notes: Encampment will not affect secondary challenge costs. If an encampment is hidden you must list a (Hidden) on that challenge, which may easily alert players to the presence of it.
Effectiveness (Balanced): None
Modifying: Gain an additional 10 energy per level of the character. (Example, 60 energy for level 1. 70 energy for level 2, etc.)
SPECIAL: A space with an encampment on it may have up to 2 additional modifiers on the challenge, forcing players to face a difficult task to reach the encampment's safety.
Description: A safe place for players to rest and recover. This "challenge" is typically added to larger dungeons with many branched paths in order to get more energy for higher range challenges. The rules for balancing encampments are still being worked out, but obvious attempts to abuse the system (such as placing encampments in the first stage so later stages can be super-powered), are not allowed. GM will rule if an encampment is valid or not.
Encampments restore up to 10 Points to a player (typically starting with Willpower), in any way the player sees fit, up to max points. Higher levels do not gain more points, however encampments are more tempting because it's easier to fully use a refill.
Challenge Type: Hidden (Single Trait, modified for hide-all).
(EDITED: This version of hidden may now be used to hide a single trait only (such as Encampment, or a particularly nasty 2nd challenge), but you still put "hidden" in for that trait. Cost reduced dramatically to scale for variation of encampment.)
Usage notes on Hidden:
Triggers: Pre-Battle.
Base Challenge Rating: None.
Cost to set: 5 energy, unless noted special in the other trait's cost.
Effectiveness (Balanced): None.
Modifier: None
Description: Sometimes challenges are just meant to not be seen. From a well placed trap, to an ambush party, or a sexual curse over an area. Hidden challenges are simply listed as (Hidden) in the choices, allowing for the Villain to make the player question wether or not it's the right way to go.
RP should still be leading up, but make the player think twice about what they may encounter. Having creative hints is encouraged, and making it seem like a good idea to take this path is always a fun thing to do. A hidden encampment is a common occurance, to make the player avoid taking the bonuses and restoring their life, but the balance is the cost of 20 energy to hide an encampment. Almost half of what you would gain from the encampment itself.
(One possible RP approach for a hidden encounter is to play it as if it was a safe encampment when the character enters, then hit her with the challenge the next post in, ruining her hopes of restoring lost points. )
If there are ANY Hidden traits in a challenge, you MUST add the *Hidden* tag (of some kind) on that challenge. However, no matter how many tasks are hidden, the "Hidden" trait only needs to be listed ONCE.
Examples:
A Primary (17), Secondary (tough, 23), Dead End. With Secondary and Dead End both hidden, would be listed as: Primary*HIDDEN*.
A Primary (13), Secondary (multiplier x1). With the Secondary hidden, would also be listed as: Primary *HIDDEN*.
While a Primary (16), Secondary (Tough, 21), Dead End, Encampment... with only the encampment hidden, would be marked as: Primary(Secondary), Dead End *HIDDEN*
So having only an obvious trait hidden is a bad thing Try to take advantage of Hidden to lure players into making wrong decisions.
Examples:
A Primary (17), Secondary (tough, 23), Dead End. With Secondary and Dead End both hidden, would be listed as: Primary*HIDDEN*.
A Primary (13), Secondary (multiplier x1). With the Secondary hidden, would also be listed as: Primary *HIDDEN*.
While a Primary (16), Secondary (Tough, 21), Dead End, Encampment... with only the encampment hidden, would be marked as: Primary(Secondary), Dead End *HIDDEN*
So having only an obvious trait hidden is a bad thing Try to take advantage of Hidden to lure players into making wrong decisions.
Base Challenge Rating: None.
Cost to set: 5 energy, unless noted special in the other trait's cost.
Effectiveness (Balanced): None.
Modifier: None
Description: Sometimes challenges are just meant to not be seen. From a well placed trap, to an ambush party, or a sexual curse over an area. Hidden challenges are simply listed as (Hidden) in the choices, allowing for the Villain to make the player question wether or not it's the right way to go.
RP should still be leading up, but make the player think twice about what they may encounter. Having creative hints is encouraged, and making it seem like a good idea to take this path is always a fun thing to do. A hidden encampment is a common occurance, to make the player avoid taking the bonuses and restoring their life, but the balance is the cost of 20 energy to hide an encampment. Almost half of what you would gain from the encampment itself.
(One possible RP approach for a hidden encounter is to play it as if it was a safe encampment when the character enters, then hit her with the challenge the next post in, ruining her hopes of restoring lost points. )
Challenge Type: Miniboss
Triggers: Primary + Secondary Challenge modifier.
Base Challenge Rating: Special.
Cost to set: Special.
Effectiveness (Balanced): Special.
Description: Sometimes just ordinary challenges won't cut it. The Miniboss is a special challenge that players will occasionally run across.
To create a Miniboss, use the typical stats from above, but add 50% to the final cost to create (rounded up if necessary).
In order to beat this boss now, the player must actually Succeed at the roll. Meaning a failed roll will cause damage and the player is not able to pass the challenge as they would other challenges. However, the Miniboss will be given a -2 to their challenge rating for each attempt a player makes, which slowly adds up to their defeat, if the player can survive the attacks, that is.
After failing a miniboss challenge, the Adventurer may choose to flee and try the other challenge in the stage, thus avoiding the miniboss... However the damage is likely already done.
Base Challenge Rating: Special.
Cost to set: Special.
Effectiveness (Balanced): Special.
Description: Sometimes just ordinary challenges won't cut it. The Miniboss is a special challenge that players will occasionally run across.
To create a Miniboss, use the typical stats from above, but add 50% to the final cost to create (rounded up if necessary).
In order to beat this boss now, the player must actually Succeed at the roll. Meaning a failed roll will cause damage and the player is not able to pass the challenge as they would other challenges. However, the Miniboss will be given a -2 to their challenge rating for each attempt a player makes, which slowly adds up to their defeat, if the player can survive the attacks, that is.
After failing a miniboss challenge, the Adventurer may choose to flee and try the other challenge in the stage, thus avoiding the miniboss... However the damage is likely already done.
Challenge Type: End-Boss (May or may not be the Villain, but it will end a dungeon if defeated)
Triggers: Primary + Secondary Challenge modifier.
Base Challenge Rating: Special.
Cost to set: Special.
Effectiveness (Balanced): Special.
Description: Similar to the miniboss in every way, except add 100% to the final cost to create instead of 50%.
The boss has one extra, special quality. Since the End-Boss is always in the final stage, it can NOT be avoided, and it may have TWO Primary Challenges.
If both primary challenges are beaten, the boss is defeated.
If only one is beaten, the boss is considered weakened, but will continue to fight, using BOTH Primary Challenges as attacks, until the second one is cleared as well.
That means (as an example) no matter how many times someone beats the boss' combat challenge, if they can't clear the Lewd Challenge, they'll simply be fucked into submission anyhow!
Both challenges will be given the same -2 per round as the Miniboss though, so make sure your boss has decent stats if you don't want to be defeated too quickly!
Base Challenge Rating: Special.
Cost to set: Special.
Effectiveness (Balanced): Special.
Description: Similar to the miniboss in every way, except add 100% to the final cost to create instead of 50%.
The boss has one extra, special quality. Since the End-Boss is always in the final stage, it can NOT be avoided, and it may have TWO Primary Challenges.
If both primary challenges are beaten, the boss is defeated.
If only one is beaten, the boss is considered weakened, but will continue to fight, using BOTH Primary Challenges as attacks, until the second one is cleared as well.
That means (as an example) no matter how many times someone beats the boss' combat challenge, if they can't clear the Lewd Challenge, they'll simply be fucked into submission anyhow!
Both challenges will be given the same -2 per round as the Miniboss though, so make sure your boss has decent stats if you don't want to be defeated too quickly!
List of Challenges, modifiers, and more. (Advanced Dungeons, still being balanced)
Stage Modifier: Extra Path
One additional path option is added to a stage. The Villain gets 10% of their dungeon's base points added to the dungeon (so 250 for level 0 would get +25 energy, while a level 5 dungeon, at 500 base, would get +50 energy).
Path Modifier: Long Path
A single path is given a second step, making the same path take two primary challenges instead of just one. This may be done at no cost and no gain, however it must be shown both steps of this kind of challenge up front.
(Example:
stage 2, Path 1: Naughty(Naughty) Path 2: Combat(Explore) - Long Path - Explore.
This way the Adventurer can see and accept that a given task will have multiple tests.)
Miniboss/Boss Modifier: Second Wind
A boss encounter must be passed twice in order to clear it. The boss will still suffer a cumulative -2 penalty per round. This doubles the boss modifier cost.
(So a miniboss would cost +100% instead of +50%. And the EndBoss would cost +200% instead of +100%.)
This may be used on one or both of the Endboss challenges, as each one is tallied seperately.
Dungeon Modifier: Split Path.
The Villain may choose to create two (or more) branched paths in a dungeon. Each path must create a dungeon within the limits of the rules...
Recommended not to use, but will be allowed if dungeons are created that meet the simple requirement.
Dungeon Modifier: Hidden Path.
A special path available in certain stages. In order to access one of these paths, the player must pass (or fail) a challenge by a certain amount. When meeting this requirement, the Adventurer is given an additional option in the next challenge. Hidden Path's additional path is treated like the Extra Path ability, but only 8% of the dungeon's base cost, instead of 10%.
(250 would give 20 instead of 25. And +4 per level, instead of +5 per level.)
Unlike Extra Path though, these points must all be spent on the hidden path. Additional bonuses (such as encampments) put on a hidden path, must also all be spent on the path. You may spend more points on it, but no less.
Dungeon Modifier: Backtracking
Dungeon Modifier: Inventory System!
Not yet ready/balanced. If you really want to test it out, then for now, Villains may add "stat gain potions". This potion costs -2 willpower (temp, not max), but gives +4 to one roll type. (IE, Combat, Naughty, Explore, Magic, Tech, etc.). The potion type is declared ahead of time, and is a one-shot item (That may be picked up multiple times if the player uses Backtrack), that gives 0 energy, but costs 0 energy to add to a dungeon. This is useful as "bait" for Adventurers.
One additional path option is added to a stage. The Villain gets 10% of their dungeon's base points added to the dungeon (so 250 for level 0 would get +25 energy, while a level 5 dungeon, at 500 base, would get +50 energy).
Path Modifier: Long Path
A single path is given a second step, making the same path take two primary challenges instead of just one. This may be done at no cost and no gain, however it must be shown both steps of this kind of challenge up front.
(Example:
stage 2, Path 1: Naughty(Naughty) Path 2: Combat(Explore) - Long Path - Explore.
This way the Adventurer can see and accept that a given task will have multiple tests.)
Miniboss/Boss Modifier: Second Wind
A boss encounter must be passed twice in order to clear it. The boss will still suffer a cumulative -2 penalty per round. This doubles the boss modifier cost.
(So a miniboss would cost +100% instead of +50%. And the EndBoss would cost +200% instead of +100%.)
This may be used on one or both of the Endboss challenges, as each one is tallied seperately.
(Example of use: A 20 difficulty miniboss. Adventurer scores 21 first roll (win), the boss gets -2 and is now 18 for second round.
The adventurer gets 15 next round (loses, and suffers 3 damage, since 3 below 18), and the boss gets another -2. Making it a 16 for round 3.
When the adventurer gets a 22 on the third round (win) that is 2 successes, and the encounter is passed.)
The adventurer gets 15 next round (loses, and suffers 3 damage, since 3 below 18), and the boss gets another -2. Making it a 16 for round 3.
When the adventurer gets a 22 on the third round (win) that is 2 successes, and the encounter is passed.)
Dungeon Modifier: Split Path.
The Villain may choose to create two (or more) branched paths in a dungeon. Each path must create a dungeon within the limits of the rules...
Recommended not to use, but will be allowed if dungeons are created that meet the simple requirement.
Dungeon Modifier: Hidden Path.
A special path available in certain stages. In order to access one of these paths, the player must pass (or fail) a challenge by a certain amount. When meeting this requirement, the Adventurer is given an additional option in the next challenge. Hidden Path's additional path is treated like the Extra Path ability, but only 8% of the dungeon's base cost, instead of 10%.
(250 would give 20 instead of 25. And +4 per level, instead of +5 per level.)
Unlike Extra Path though, these points must all be spent on the hidden path. Additional bonuses (such as encampments) put on a hidden path, must also all be spent on the path. You may spend more points on it, but no less.
Dungeon Modifier: Backtracking
Some dungeons, an Adventurer may just decide that they want to go back and re-attempt a task, or try a different path. This will happen especially often once inventory is added, and when Adventurers attempt to take advantage of encampments.
When backtracking, doing a same task over again, the player gets a +8 to attempting it, making completing a task a second time almost too easy. However, they automatically suffer 1 point of damage in re-completing a task, even on success. In the event of attempting to uncover a hidden path, or RP an attempt a second time, the player must declare which stage and which option they backtrack to (IF the dungeon allows backtracking).
Choosing an option you have NOT beaten yet in the same stage gives the challenge a +2 difficulty though!
If passing the challenge, the adventurer may take 3 damage (instead of 1) to adjust the roll to a 20 or a 1. Thus auto-unlock any hidden paths. (note, in the event of auto-rolling a 1, it is RPed as if they scored that badly, but they still only take 3 damage.)
NOTE! When backtracking is enabled, the Adventurer may return to an encampment location and restore lost points ONLY up to the 10 points they would gain normally. So a character that gains 5 points from taking an encampment, then only has 5 points left if they go to the encampment again. And if they use it up, the encampment is "used up" and cannot restore more life.
When backtracking, doing a same task over again, the player gets a +8 to attempting it, making completing a task a second time almost too easy. However, they automatically suffer 1 point of damage in re-completing a task, even on success. In the event of attempting to uncover a hidden path, or RP an attempt a second time, the player must declare which stage and which option they backtrack to (IF the dungeon allows backtracking).
Choosing an option you have NOT beaten yet in the same stage gives the challenge a +2 difficulty though!
If passing the challenge, the adventurer may take 3 damage (instead of 1) to adjust the roll to a 20 or a 1. Thus auto-unlock any hidden paths. (note, in the event of auto-rolling a 1, it is RPed as if they scored that badly, but they still only take 3 damage.)
NOTE! When backtracking is enabled, the Adventurer may return to an encampment location and restore lost points ONLY up to the 10 points they would gain normally. So a character that gains 5 points from taking an encampment, then only has 5 points left if they go to the encampment again. And if they use it up, the encampment is "used up" and cannot restore more life.
Dungeon Modifier: Inventory System!
Not yet ready/balanced. If you really want to test it out, then for now, Villains may add "stat gain potions". This potion costs -2 willpower (temp, not max), but gives +4 to one roll type. (IE, Combat, Naughty, Explore, Magic, Tech, etc.). The potion type is declared ahead of time, and is a one-shot item (That may be picked up multiple times if the player uses Backtrack), that gives 0 energy, but costs 0 energy to add to a dungeon. This is useful as "bait" for Adventurers.
Edit Log:
Secondary, Multiplier x1 - Cost reduced from 7 energy to 4 energy for base cost.
Encampment - Re-specced to an after-challenge modifier.
Hidden - Re-specced to hide only one challenge or type of effect. Cost reduced substantially.
1/30/10
Encampment restoration reduced from 20 to 10.
Modified the way Hidden Costs work on After-battle traits.
Expanded on the way Hidden functions, including a short usage example.
Dead Ends now cheaper too (but still cost 15 if they're hidden).
Futher edit today:
Changed cost of Hidden to a flat 5 energy, with exceptions noted for individual effects of Encampment and Dead End.
2/21/10
Modified Encampment and Dead End to scale with Adventurer/Dungeon level.
Adding suggested new room types for advanced rules set.
3/1/10
Overlooked part of the modifier rule that says each new level you may add 1 more modifier to each challenge stage. It's been added now.
You may have 5 modifiers per path, plus 1 per level of the dungeon.
Loophole with negative modifiers and secondary challenges, closed. Secondary challenges now always have a cost.
Encampment - Re-specced to an after-challenge modifier.
Hidden - Re-specced to hide only one challenge or type of effect. Cost reduced substantially.
1/30/10
Encampment restoration reduced from 20 to 10.
Modified the way Hidden Costs work on After-battle traits.
Expanded on the way Hidden functions, including a short usage example.
Dead Ends now cheaper too (but still cost 15 if they're hidden).
Futher edit today:
Changed cost of Hidden to a flat 5 energy, with exceptions noted for individual effects of Encampment and Dead End.
2/21/10
Modified Encampment and Dead End to scale with Adventurer/Dungeon level.
Adding suggested new room types for advanced rules set.
3/1/10
Overlooked part of the modifier rule that says each new level you may add 1 more modifier to each challenge stage. It's been added now.
You may have 5 modifiers per path, plus 1 per level of the dungeon.
Loophole with negative modifiers and secondary challenges, closed. Secondary challenges now always have a cost.
Last edited: