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Modified Ransom Ratings

7/19/2016

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Okay.  Alright.  Where were we?  Oh yes.  It's looking like the (1.2) update will be delayed for a while yet and we wanted players to be able to enjoy some of the improvements in the meanwhile.  This entry isn't meant to reflect all of the upcoming changes, just those few that are easiest to communicate in a short post.

The new Ransom formula is going to be the thing that requires the most explanation so we'll start with the smaller ones first.

We haven't traditionally published changes beforehand like this so please understand, again, no files have been modified as these changes are still being integrated with the game manuals.

Currently, when a character is killed the Death Penalty dictates that any Permanent Mount has been lost as a result.  That is a tough penalty made all the more heart-rending when a character has painstakingly worked their way up to one of the advanced mounts.  We wanted to give an alternative way out while still maintaining the weight of a fallen character.
A more flexible Death Penalty - Player now has a choice between losing Permanent Mount or number of Ranks equivalent to the Mount's movement.  If the Rank option is chosen then this takes the place of the 1-rank Defeat penalty.
Recruiting Companions in a Single Player game
During Town Time in a solo adventure the player may now draw two Companion cards (at a time) and attempt to recruit one, both or neither of them all in one go.
Charisma is still required to recruit and travel with two companions.

Victory Badges
The last round for Treasure Hunter... the badge will be awarded to whichever character has diligently contributed the most money to their Retirement fund.  After that, it comes down to whoever can most closely guess the number of Copper Pieces in the other candidate's coin purse.
This replaces 'player who rolls a Set, Sequence or Combo.'

The last round for Bounty Hunter... then it will have to come down to this, whoever can create the most accurate list of:  a) the criminals who came out, b) the criminals who did not come out, c) the other party members
This replaces 'an Agility or Persuasion roll of 8 or higher.'

Modified Ransom ratings/formula - The primary goal here was to give higher ranked characters a better chance at paying out a ransom, integrate persuasion for its roleplaying value and factor for the contextual and arbitrary value of artifacts.

The new Ransom formula will look something like this:

Human,  Rank x 3.5 - Persuasion roll = Ransom share
An Elf,  Rank x 3 - Persuasion roll = Ransom share
Dwarf, Rank x 2.5 - Persuasion roll = Ransom share
Malornian,  Rank x 2 - Persuasion roll = Ransom share
Khajathi,  Rank x 2 - Persuasion roll = Ransom share
Hauflin, Rank x 1.5 - Persuasion roll = Ransom share

When using a calculator to tabulate a character's ransom share ignore any numbers after the decimal place.  In other words we're not going to concern ourselves with rounding.  So, for example, a Human of Rank 37 x 3.5 gives 129.5 which means that we take only 129 and subtract the impending Persuasion roll.  After that the Character may (if necessary) contribute trinkets and artifacts to help make up their ransom share.
The value of artifacts - Along with trinkets, which have a stated value on the card, the going rate for artifacts on the under market is 25CP per artifact.  This may help with your bargaining position so long as the Merchant's Guild doesn't get wind of such an illicit (and most shameful) transaction.

The finer details of paying a ransom - The minimum possible ransom share for any single character is 1 Copper Piece, no matter how the formula comes out.  Maybe the bad guys figure you for broke and don't want to waste the effort.  It could be they are easily swayed with clever dialog, or maybe they're much weaker than you realize (but they're trying to hide it).  Also, paying up is a one-way transaction.  Basically, at no point during the payoff will the End Boss be handing over any coins.  This means that Trinkets and Artifacts are handed over by individual characters but cannot be traded in exchange for Copper Pieces (even if it means a character ends up contributing more than the ransom share being demanded).

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