Thursday, July 26, 2018

SKM Development: The Grit of Grub 2

Alright, needed some time to figure out subsistence values and how to randomly determine them. So I used what my late father would call the SWAG principle, and took a scientific wild-ass guess.

The general terrain types ACKs gave us were terrain types that, well, anyone could grasp. Coastal / River, Plains, Hills and Mountains, Wastelands, 'Civilized' and so on.

Well, Civilized is right out. We got rid of those. And hills and mountains might have similar monsters in them, but they differ on how easy it is to have food on them. You can have herdsmen and some pick-crops raised on a hill, but getting enough food out of a mountain to feed your family is difficult even if you're hunting.

See. Subsistence isn't just farming. Subsistence is farming, fishing, picking, and hunting. It is getting the food and putting it in the belly. Therefore, a coastline of rocks overlooking a prime fishing spot would have a subsistence value and so would a thick forest.

So, I SWAG'd up the following table..


Die Roll PLAINS DESERT COASTAL / RIVER HILLS  MOUNT WASTELAND
1 0.5 0 1 1 0 0
2 1 0 1 1 0 0
3 2 0.25 1 1 0.25 0
4 2 0.25 2 1 0.25 0
5 2 0.5 2 1 0.5 0.25
6 2 1 2 2 0.5 0.25
7 2 1 2 2 1 0.5
8 3 2 3 2 1 0.5
9 3 2 3 2 2 1
10 4 3 4 3 3 2

Yeah, its ugly. Blogspot wouldn't let me do much to format it.  Plains, as you can see, reliably grant that magical 2 value for subsistence. They also, thirty percent of the time give you something better, and twenty percent of the time give you something worse. The worst plain though, of cracked dry land and weed filled dirt, still gives much better resources then some of the mid-tier mountain or wasteland areas.

You might be saying, Spook, why does the desert give better values then the mountains? I'd reply, it only does as you tier up, and this is representative of more huntable animals, salty flat areas you can grow in, and even hunting for cactuses and the like. A desert hex might have an oasis for example.

And every territory has the possibility for a really good subsistence spot. Really rich land, oases, places where fish leap into your boat, hidden verdant valleys that may have a jolly green giant in them, and so on.

And the table above is so the DM can randomly roll for a hex's sub value. Higher tier research might modify the sub values as well. Maybe you learn how to find root vegetables easier in a desert. Maybe you learn which rocks you can eat on the mountain.

We'll need to climb that mountain on Research, what it does, how its done and its costs after we take care of this though. Still, I think we have enough subsistence done that we can move on to the next hurdles.

Resource. And Gold.


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