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Post by Rromagar on May 27, 2010 22:29:40 GMT -5
d10001-10 | 1 Food | 11-20 | 2 Food | 21-30 | 3 Food | 31-38 | 5 Food | 39-40 | 10 Food | 41-50 | 1 Medical Supplies | 51-55 | 1 Scrap | 56-60 | 3 Scrap | 61-65 | 5 Scrap | 66-70 | 1 Building Materials | 71-75 | 3 Building Materials | 76-80 | 5 Fuel | 81-94 | Equipment | 95-97 | 1 Survivor | 98 | Reroll Twice | 99 | Reroll 3 Times | 100 | 1 Survivor + Reroll 3 times |
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Post by Rromagar on May 27, 2010 22:34:59 GMT -5
Equipment 1d100 1-20 | Vehicle (1d6 armor) | 21-40 | +1 Armor | 41-45 | +2 Armor | 46 | +3 Armor | 47-66 | +1 Melee | 67-74 | +2 Melee | 75-79 | +3 Melee | 80-85 | Pistol | 86-92 | Shotgun | 93-99 | Rifle | 100 | Reroll Twice |
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Post by guardian on Jun 4, 2010 12:09:52 GMT -5
Survivors d20 1-5 Population Pool 6-9 Defenders 10-11 Mechanic 12-13 Contractor 14-15 Cook 16-17 Engineer 18-19 Doctor 20 Roll Twice
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Post by guardian on Jun 4, 2010 12:12:20 GMT -5
Zombie Spawn Chart d20 1-2 No Spawn 3 Rural +1 4 Rural +2 5-6 No Spawn 7 Outskirts +1 8 Outskirts +2 9-10 No Spawn 11 South City +1 12 South City +2 13-14 No Spawn 15 North City +1 16 North City +2 17-18 Zombie Cleansing -1 19-20 All Zones +2
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Azrael
Survivor
Magnificent Bastard
Posts: 4
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Post by Azrael on Jun 15, 2010 20:24:44 GMT -5
I'm wondering about that equipment chart. It seems to me that vehicles are coming up more than other equipment; maybe that's just because they're easier to find. Either way, it felt that they were somewhat useless during the game (or I just didn't experience that part as much).
Could the find rate for vehicles be lowered to 10% and add 2% to +1 melee, possibly add in a +1 ranged (general) weapon or even a +1 melee & +1 armor find?
Or drop the d6 for vehicle armor and adjust the 20% find rate to include all 6 kinds of vehicles [1-5 +1, 6-9 +2, 10-13 +3, 14-16 +4, 17-18 +5, 19-20 +6]?
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Post by Rromagar on Jun 15, 2010 21:44:07 GMT -5
The vehicle chance does seem a little high. It's possible that it's a hold over from some older, more complicated vehicle rules.
I'll try a couple variations and run some test rolls and see what works.
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Post by Rromagar on Jun 16, 2010 15:09:33 GMT -5
At the moment I'm leaning towards leaving the vehicle find chance as is, dropping all vehicles to a starting value of 2 (or maybe 1d3), and letting vehicle values add up and use the total to travel. This way you still get the same number of vehicles, but having more is more valuable.
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