|
RE: Another note on the community rules
Post originally by Omega at 2003-12-01 06:41:49
Converted from Phorums BB System
Well stats like Awareness can be applied to see if the community as a whole if in part notices an Event impending. Or to notice those old ruins on the outskirts of town.
A community with a low Awareness would be one of those types that literally sits on top of a gold mine and never realizes it.
Mobility covers trade caravans, hunting parties, or the whole darn community if need be. This can represent range, efficiency, or local conditions. A town with a low Mobility might have a single supply caravan that ranges across the desert to a trade community for goods. Or could represent a town where people rarely leave the citty walls/limits for fear of mutants or nanite storms.
Apply town stat checks and DCs as appropriate just as you would a standard ability score.
Thats my take after reading the rules. The Behavior Map can actually be rather usefull for getting an idea of what can be going on.
Though hopegully there will be some more rules in the DMG or some other upcomming book.
Omega
-------------------------------
Kevin Mowery wrote:
-------------------------------
Something else, which I figured was unique enough to warrant its own post:
The Community Leader path for charismatic heroes:
Pillar of the Community allows a character to spend an action point and replace one of the community's ability scores with the character's own corresponding ability score for 24 hours.
However, as noted, three of the ability scores have no known use. The remaining three seem to be useful only for determining skill modifiers or for calculating a couple of community relation factors. Since the factors have no known use, either, other than as a vague guideline for what's happening in town, what does that mean?
"Aha! For the next day, our community's Awareness will be 18 instead of 10! Our town doctor will have a Treat Injury skill four points better and our Strong Leadership rating will go from 40 to 56!"
|