I think it would be great to see a deeper conversation about designing treats beyond loot. Things like caged allies, zones of protection, levers and buttons which affect the room, etc.
One thing I did to help myself with this was to make COIN an XP. Spend 250 COINS for a MILESTONE; 5d20 COINS per chest on average. Also healing potions or spell scrolls. These are all kind of generic but make it easier for me to get something down.
@@jmansfield9253 thank you for sharing! that is a great idea to make coin an XP, which works perfectly with ICRPG as there are lots of loot and treat as as chest options. and it also gives old school flavour of leveling up to the game.
@@jmansfield9253 This seems harder when you mentioned 5d20 for chests. Do you mean that players will find a chest when they've reached 5d20 coins worth of experience? or do they have to spend that much in order to pick it/buy it?
Cypher system is a ttrpg with a similar focus on getting lots of loot; you could check out the Cypher system reference document for list of "Cyphers": single use 'magic' items.
I think it would be great to see a deeper conversation about designing treats beyond loot. Things like caged allies, zones of protection, levers and buttons which affect the room, etc.
How much damage does lava do? Anything that touches lava is destroyed, including player characters.
Great video, very insightful! Thank you for sharing
great video! really helps to speed up room design.
As usual awesome content!
Very cool, man. For me, TREAT is always the hardest part.
One thing I did to help myself with this was to make COIN an XP. Spend 250 COINS for a MILESTONE; 5d20 COINS per chest on average. Also healing potions or spell scrolls. These are all kind of generic but make it easier for me to get something down.
@@jmansfield9253 thank you for sharing! that is a great idea to make coin an XP, which works perfectly with ICRPG as there are lots of loot and treat as as chest options. and it also gives old school flavour of leveling up to the game.
@@jmansfield9253
This seems harder when you mentioned 5d20 for chests.
Do you mean that players will find a chest when they've reached 5d20 coins worth of experience? or do they have to spend that much in order to pick it/buy it?
Cypher system is a ttrpg with a similar focus on getting lots of loot; you could check out the Cypher system reference document for list of "Cyphers": single use 'magic' items.