dungeons and dragons – Do pocket watches exist and how much do they cost in d&d in the worlds of classic fantasy?

Well, the only official item I know of that has a listed price and is also some sort of intricate internal mechanical stuff would be the Gold Music Box Found on page 135 of the DMG for 5e. this item is a treasure so it unfortunately doesn’t have a listed weight, but we do know the price which is a hefty 2,500gp.

The price for gold as a trade good in 5e is 50gp for a 1 pound bar of gold. (Pg.157 of the PHB)

Now, these prices are what you as a character could generally buy these items for, so now we just have to decide how big and heavy a golden music box would be.

In the real world, early music boxes tended to be smaller, small enough to fit inside a pocket watch actually as they were invented in similar time periods.
Even today, most music boxes are very small, especially ones made from or plated in gold as it is a very soft metal so a larger volume just means it is easier to damage.

Looking online, some of the largest golden music boxes I could find (With a quick google search mind you) Were only 3 inches by 2 inches by 2 inches. If this were a solid chunk of gold, it would only weigh 0.5111 pounds, so it tells me that a majority of the price of this item is from the internal clockwork to make the music when it opens, not the gold.

I would honestly say with this that watches would be very expensive, probably not going for less than 1000gp. Which makes sense for wealthy merchants and nobles to be some of only a handful who can afford this item. For the warehouse owners, I don’t really know, maybe the company invests in a heavy duty steel one that is ugly but could probably take a swing from a sword and come out alright and it just stays in the company for a few generations until it breaks down.

procedural generation – How can I create hemisphere worlds (floating islands?) with 3d (or 2d)? Noise (Perlin/OpenSimplex)

I’ve been experimenting with noise for a while and I’ve gotten some terrain up: It looks like this:

What I’d like instead is to have planets like this (currently mine is in a cube shape)
enter image description here

My generation code actually skews the values so the top is not solid and the bottom is. I tried to reverse this but I got a giant mess, with the top being completely solid up to the worldheight and the bottom having holes caved into it. Here is my generation code:


                    float value = noise.GetPerlinFractal(worldLoc.x, worldLoc.y, worldLoc.z);
                  
                    
                    
                    if (y <= waterHeight) {
                        for (int i = y; i <= waterHeight; i++) {
                            chunk.addBlock(x, i + 1, z, BlocksConfig.getInstance().getBlockRegistry().get(BlockIds.WATER));
                        }
                    }

                    if (value - ((y - 128) * 0.01) >= 0) {
                        if ((y > waterHeight && y < waterHeight + 2)) {
                            chunk.addBlock(x, y, z, BlocksConfig.getInstance().getBlockRegistry().get(BlockIds.SAND));
                        } else {
                            chunk.addBlock(x, y, z, BlocksConfig.getInstance().getBlockRegistry().get(BlockIds.GRASS));
                        }

                    }
                    if (y < 105) {
                        if ((Math.pow(noise2.GetNoise(worldLoc.x, worldLoc.y, worldLoc.z), 2) + Math.pow(noise3.GetNoise(worldLoc.x, worldLoc.y, worldLoc.z), 2)) < 0.02) {
                            if (!(chunk.getBlock(x, y + 1, z) == (BlocksConfig.getInstance().getBlockRegistry().get(BlockIds.WATER)))) {
                                chunk.addBlock(x, y, z, null);
                            }
                        }
                    }

This is done for every block in every chunk.
I’m a bit confused here and saw other ancient posts about this. However, I don’t exactly understand and was wondering if someone could explain such for me. Thanks so much in advance!

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With regard to this, many companies have resorted to incentivizing tasks and promotional activities to give their consumers a fraction of a specific cryptocurrency. Ethereum is the second most popular and lucrative cryptocurrency in the world right now; which is potentially predicted to surpass Bitcoin someday. 

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Forsage works with one of two major wallets. This again depends on which medium you use it on. Either Trust works best for mobile, tablets, and laptops and Metamask works best for computers and rigs. 
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Savage Worlds Adventure Edition – What spells does Arcane Protection protect against?

Every energy that is consumed against the character.
cure is not an enemy power, so it would not be punished by arcane protection, but lower property, to numb, entangle, devastation, bolt, burst, bust, Puppet and most other powers would be hostile.

A GM decision is required in some corner cases. Like that shrink Part of Growth / shrinkage. It is possible that shrink could be a useful force for infiltration, flight, disguise, or a number of other purposes. It is also possible that an enemy force will be used by an enemy to weaken the character during combat.

Similar, Mink link could be a useful force to communicate with allies. Or Mind Link could be an enemy intervention to steal the character's thoughts. In such cases, a GM decision is required.

It is important to note that the Wild worlds Rules are consistent in terms of tagging rule terms (except action). Hostile has no markings to bind it to a technical definition in the rules (it is not capitalized, italic, bold, underlined or otherwise marked as a rule term), so it is used in the general form.

adjective
unfriendly; antagonistic.

If power consumption is "unfriendly" or "antagonistic", then arcane protection protects against it.

A GM decision is required for "magical" effects without power, such as dragon breath weapons. One creature's breath weapon may be purely magical, while another creature's breath is purely scientific – but Wild worlds Trust the GM to make and pursue such distinctions.

Edit: You may want to go to the Pinnacle forums and use their Official Answers section. This section is monitored by a PEG employee who is responsible for answering regular questions.

Swap obstacles in wild worlds

So I've reached a pretty big turning point in character development, which may result in some of the obstacles that I currently have may not fit the character anymore.

I've done this before (somehow), with a little obstacle – my PC used to be an alcoholic. However, the GM allowed me to fix this by attending AA sessions, etc. As long as I continue to demonstrate my abstinence, I no longer "suffer" from alcoholism.

However, a story development has emerged in which The Character may "have made a choice" to actively change their perspective. This affects the "heroic" obstacle:

Your hero never says no to a needy person. She doesn't have to be happy about it, but she always comes to the rescue of those who she believes cannot help themselves. She is the first to get into a burning building, usually agrees to hunt monsters for little or no money, and is generally a pushover for a sob story.

To sum up, there were glimpses of the future in which a person has enslaved the PC for their abilities. And now, even though it appears that a certain future has been avoided, others are now being invested in trying to use it for other purposes.

His outlook is that he will no longer tolerate this potential and will do everything to prevent it. So I'm thinking of switching from "Heroic" to "Vengeful (Major)".

Your character always tries to correct an injustice that he believes was done to him. If this is a small obstacle, he usually seeks legal revenge. If this is a big obstacle, he will kill to see it.

So my question is: Can I "switch" my obstacles in RAW / RAI? If so, what effects does this have on my character?

Savage Worlds – Weird Science Gizmos with Flexible Options: How Do They Work?

In Savage Worlds Deluxe (SWD), the Weird Scientist can select an arcane force and build a gizmo from it.

I'm not entirely sure how exactly these gizmos should work with flexible options. Should the gizmo keep the flexibility of the original performance, or should the strange scientist stick to a version of the performance for his device?

For example, while using Boost / Lower Trait, other wizards can choose which trait to increase or decrease, and can affect more than one target at the price of one Power Point (PP) per additional target. How much of this flexibility should remain in the gizmo? I could imagine the weird scientist developing a very specific device for boost / lower trait, for example a mind cap that increases the intelligence of the wearer. Or the gizmo could be something extremely flexible, such as a general-purpose modification beam that can boost / cut every feature of a target.

The more flexible the device, the more useful it is. How much flexibility is there for the gadgets?

The example in the book shows that there are at least some restrictions on the gizmos. On page 121, Doctor Gold creates a "vibrating knife" (a knife with the power of "hitting") that can cause + 2 / + 4 damage. This is a rather restrictive use of the power. Greater flexibility is to create some "improvement gloves" that can be used to increase the power of any weapon they touch.

In this example, should a GM allow the idea of ​​"enhancement gloves"? Or should "Smite" gizmos only be combined with a single weapon?

Wild worlds – Forces with additional goals: Do I pay 1 credit per additional goal or do I pay back the costs per goal?

Many powers can affect more than one target, for example the smite power costs 2 power points (PP) and also has the following text:

Additional goals: The character can influence
up to five goals through spending of
additional power points.

Do I have to pay 1 PP for each additional destination according to the "like amount" or do I have to reimburse the total PP costs (in this case 2 PP) for each additional destination?

Do I have to pay extra to keep the spell going?

Wild Worlds – How do I represent a superior force?

There are ways to do what you want, though none are perfect.

This is the mathematically simple solution: if a boss has a robustness that is 4 to 6 points above the norm, many attempts will be required to get a hit that is able to turn it off. By giving them lots of things to do at the same time, you can "engage" a whole team with attacks / effects / secondary thingies. Thus, a dragon is represented in the principles.

However, this is in my experience and opinion Bad Option because it only increases the incredible swinginess of Savage Worlds fight. No matter how robust, there is a non-zero chance that the fight is over in the first round, and conversely, there is a non-zero chance that it will last forever, or at least longer than the characters can take.

Since the boss's wound is essentially random, players do not feel very busy during the fight. Their decisions will not matter much, everything is just waiting for the threefold explosion of damage cubes and hopes the BBEB will not get them first.

Similarly, multiple actions from one source are more sweeping than the same number of actions from multiple sources. If the boss is shaken, all actions are lost at once. And especially with multiple melee attacks, there is a serious focus fire problem in which a guy is hit by everything and dies instantly. Or vice versa, if your players wisely stay within range, suddenly all of these nifty multi-options are useless.

Some of the sample monsters in the Bestiary use this approach because they can only be damaged / wounded by certain specific things. For example, A vampire can only be shaken by a result that is not sunlight, sacred or a stake through the heart. This obviously makes the monster invincible until the weakness is found and exploited.

This is a bit better than just a high tenacity, but also one Bad Option in my opinion. This has two reasons:

  1. Most players and GMs let their controlled characters fight until one side is dead. However, if a monster can not be defeated in the normal way, a combat encounter with this monster is a matter of course: Total Party Kill. As GM, you need to reconsider the struggle to reach end-states other than death, and to really make sure your players realize they have the opportunity to break away. That is not easy.

  2. This kind of approach is groundbreaking by nature: what the players do is meaningless until they find and exploit the weakness. Especially if the scenario that states that the weakness is poorly planned is no fun for the players.

Each GM wildcard has 2 Bennies per session, and in addition, the GM has 1 Bennie per player at the table, which can be used at any time, also for extras.

Bennies is mainly used for soaking wounds. This means that more than the Wound track equals the number of Bennies in the HP number of other games. As soon as a boss is unable to soak, it is usually over quickly, as the punishments of wounds make everything harder and easier, or the opponents.

So, if you save the generic pool Bennies for the final confrontation, the boss gets proportionally harder. With four players he changes from 2 times to 6 times, so the fight also takes 3 times longer (on average).

Savage Worlds is a narrative system insofar as it provides only mechanics and then leaves the interpretation of this mechanics in the hands of the GM. What does it look like to be shaken? What real action, if any, is represented by a Soak cube (or Bennie spending in general)? This can be used to make an enemy look more dangerous than the crude statistics block suggests, simply by giving an unusual narrative explanation for the character's soak / recovery rolls.

For example, one of the most memorable fights in my recent campaign was against a man with a rather average combat stats. If the main fighter of the group had been there, it would have been over quickly, since basically the only thing out of the ordinary was that the enemy ignored all wound modifiers.

However, the players involved really got desperate during the fight because I basically called this guy the inexorable man. When the rogue opened the fight by a so-called sword attack on the head, I described the successful Soak litter as (despite the usual, the wound was low despite the initial appearance), that he continued to function despite a gaping head wound and without remaining eyes see with you. Later, he soaked a wound that the ranger had placed on an Inpromtu mount and impaled with a lance. The description was that the man took the lance and pulled it out, pushing the rider and climbing backwards across the floor. None of this had mechanical implications, but it made the fight extremely memorable and impressive.

Since it is not easy to make a combat encounter meaningful but difficult in wild worlds, a better The option is not to rely on the fight, which also fits better with the genre that Savage Worlds tries to emulate. What makes Toht and Belloq so problematic is that they can beat Indiana Jones in a fistfight. They have a resource advantage through their support from the Nazis and a greater willingness to take amoral action.

Instead of trying to shoe a boss fight, players need to be relaxed there and create secondary conditions that make it difficult or undesirable to attack or kill the villain. This can be as simple as having no direct contact with the heroes until the last act. A villain can be intimidating and difficult to overcome without being a personal danger.

For example, in my current campaign, my group is currently facing a magician whom she has previously easily defeated. This time, they are much more careful, not because their opponents have better statistics, but because the environment is different: the last time it was an isolated encounter in a place that did not mind much. This time around, he is the head of a cult who has infiltrated local law enforcement agencies and lives in a place where entanglement of heroes with the law might lead to the outbreak of civil war. Even if they met this magician on the street, they could not handle him as easily as the last time.

Of course, the question itself can not really be answered, but the best option is simply to accept that Savage Worlds does not stand up to single fights and duels. The system is designed for larger battles with multiple participants on both sides.

So instead of trying to make this Big Beefy boss work, it's like this best instead, to provide a variety of opponents with different abilities working together to challenge the team. This also prevents the boss's counterattack from dropping by a lucky fourfold explosion with a single hit.

This is true both out of combat and in combat. By letting go of the idea of ​​a key key badge, your scenario's narrative breadth and responsiveness to the player's actions are dramatically increased. I will refer to Justin Alexander's beautiful article "The Principles of RPG Villainy" to investigate the issue a bit longer.

And because it should be mentioned because it comes from an official source:

In the booklet "Daring Tales of Adventure", the authors introduce a special rule to be used for a more similar pulp flow. Circumscribed because I only have the German translation:

A GM Wildcard can spend a benny to escape anytime in combat, increasing its speed limit and ignoring any obstacles or occasional attacks that prevent it from taking that flight. They automatically pass all the tests they need to perform and can take those actions, even if they are not their turn in the fight.

This allows specifically recurring villains and prevents them from prematurely dying. But I would call it one too Bad Option, because the idea of ​​a boss who dies prematurely and then simply invents a rule to prevent that, are both symptoms of rail transport.