I don't know this world that well as I didn't play any Dragon age games before inquisition but I still wanna play so does anyone have any recommendations?
Qunari and be constantly confused by why the Bas are so stupid?I don't know this world that well as I didn't play any Dragon age games before inquisition but I still wanna play so does anyone have any recommendations?
Don't give the newbie the Qunari! He'll be confused for weeks.Qunari and be constantly confused by why the Bas are so stupid?
Qunari and be constantly confused by why the Bas are so stupid?
I know who the Quarni are, I played inquisition through and know enough about the general world just not this part of it's history.Don't give the newbie the Qunari! He'll be confused for weeks.
Its just Ultra-Communist Fantasy Borg. He doesn't even need to bother coming up with names for his characters. Just evil schemes to swoop down upon Thedas.Don't give the newbie the Qunari! He'll be confused for weeks.
Sure.I know who the Quarni are, I played inquisition through and know enough about the general world just not this part of it's history.
That said can I take Wycome in the free marches?
RP it is. Who starts?Whichever one you prefer I guess. A quick question, in combat, like say if a wyvern were encountered during the hunt, would it be based on Dice Rolls or something else?
Deep Roads Expedition Tables
You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.
Bonuses:
Led by a Great Actor: +20
Led by a Great Warrior: +30 (Does not stack with Great Actor)
Sent 50 or more men: +5
Sent 500 or more men: +10
Sent 5000 or more men: +15
Sent an artifact that applies: +5
Spent an additional economy point: +5 (per point)
Not led by a named PC: -10
So You Want To Be an Adventurer?
Step 1: Into the Darkness
Roll d100
1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)
41-80= Minor Failure (Move to Step 2 with a -10 Roll)
81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)
Step 2: Don't you know? You never split the party!
Roll d100
1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)
11-60= Failure (Move to Step 4)
61-95= Success (Move to Step 3)
96-100= Crit Success (Move to Step 3 with a +5 roll)
Step 3: Looking for Treasure
Roll d100
1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)
6-50= Failure (Move to Step 4)
51-90= Success (Move to Step 5)
91-100= Crit Success (Move to Step 5 with a +10 roll)
Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.
11-20= You lose your leader, and 75% of your forces
21-30= You lose your leader, and 50% of your forces
31-40= You lose your leader, and 25% of your forces
41-50= You lose your leader.
51-60= You lose 100% of your forces, but your leader survives.
61-70= You lose 75% of your forces, but your leader survives.
71-80= You lose 50% of your forces, but your leader survives.
81-90= You lose 25% of your forces, but your leader survives.
91-100= You lose any artifacts you dispatched.
STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.
41-60: Pick something from the following list.
- 1 boost
- Artifact Armor
- Artifact Weapon
- Utility Artifact
61-80: Pick one from the list below, or two from the list above.
81:-100 Pick one from the list below, or two from the list above.
- Golem Control Rod and Golem
- Autocrossbow
- Lyrium Well
- Flamethrower
- 5 boosts
- An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
I'm guessing the Host of the Hunt?
So hang on which rolls do the modifiers apply to?Deep Roads Expedition Tables
You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.
Bonuses:
Led by a Great Actor: +20
Led by a Great Warrior: +30 (Does not stack with Great Actor)
Sent 50 or more men: +5
Sent 500 or more men: +10
Sent 5000 or more men: +15
Sent an artifact that applies: +5
Spent an additional economy point: +5 (per point)
Not led by a named PC: -10
So You Want To Be an Adventurer?
Step 1: Into the Darkness
Roll d100
1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)
41-80= Minor Failure (Move to Step 2 with a -10 Roll)
81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)
Step 2: Don't you know? You never split the party!
Roll d100
1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)
11-60= Failure (Move to Step 4)
61-95= Success (Move to Step 3)
96-100= Crit Success (Move to Step 3 with a +5 roll)
Step 3: Looking for Treasure
Roll d100
1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)
6-50= Failure (Move to Step 4)
51-90= Success (Move to Step 5)
91-100= Crit Success (Move to Step 5 with a +10 roll)
Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.
11-20= You lose your leader, and 75% of your forces
21-30= You lose your leader, and 50% of your forces
31-40= You lose your leader, and 25% of your forces
41-50= You lose your leader.
51-60= You lose 100% of your forces, but your leader survives.
61-70= You lose 75% of your forces, but your leader survives.
71-80= You lose 50% of your forces, but your leader survives.
81-90= You lose 25% of your forces, but your leader survives.
91-100= You lose any artifacts you dispatched.
STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.
41-60: Pick something from the following list.
- 1 boost
- Artifact Armor
- Artifact Weapon
- Utility Artifact
61-80: Pick one from the list below, or two from the list above.
81:-100 Pick one from the list below, or two from the list above.
- Golem Control Rod and Golem
- Autocrossbow
- Lyrium Well
- Flamethrower
- 5 boosts
- An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
1, 2, and 3
Okay, so very roughly:Deep Roads Expedition Tables
You have a five-year cooldown between expeditions. You must spend a major action and an economy point on the expedition regardless, but you may spend up to three economy points. You must send at least 5 men.
Bonuses:
Led by a Great Actor: +20
Led by a Great Warrior: +30 (Does not stack with Great Actor)
Sent 50 or more men: +5
Sent 500 or more men: +10
Sent 5000 or more men: +15
Sent an artifact that applies: +5
Spent an additional economy point: +5 (per point)
Not led by a named PC: -10
So You Want To Be an Adventurer?
Step 1: Into the Darkness
Roll d100
1-40= Crit Failure (You're Dead, Son. Move to Step 4, with a -40)
41-80= Minor Failure (Move to Step 2 with a -10 Roll)
81-95= Success (Move to Step 2)
96-100= Crit Success (Move to Step 2 with a +5 roll)
Step 2: Don't you know? You never split the party!
Roll d100
1-10= Crit Failure (You're Dead, Son. Move to Step 4, with a -60)
11-60= Failure (Move to Step 4)
61-95= Success (Move to Step 3)
96-100= Crit Success (Move to Step 3 with a +5 roll)
Step 3: Looking for Treasure
Roll d100
1-5= Crit Failure (You're Dead, Son. Move to Step 4, with a -30)
6-50= Failure (Move to Step 4)
51-90= Success (Move to Step 5)
91-100= Crit Success (Move to Step 5 with a +10 roll)
Step 4: Run You Fools
Roll d100
*Note*: In any case where you lose your leader, you lose your artifact(s) as well.
1-10= You lose EVERYTHING.
11-20= You lose your leader, and 75% of your forces
21-30= You lose your leader, and 50% of your forces
31-40= You lose your leader, and 25% of your forces
41-50= You lose your leader.
51-60= You lose 100% of your forces, but your leader survives.
61-70= You lose 75% of your forces, but your leader survives.
71-80= You lose 50% of your forces, but your leader survives.
81-90= You lose 25% of your forces, but your leader survives.
91-100= You lose any artifacts you dispatched.
STEP 5: The Loot
roll d100
1-40: Failure, you find nothing.
41-60: Pick something from the following list.
- 1 boost
- Artifact Armor
- Artifact Weapon
- Utility Artifact
61-80: Pick one from the list below, or two from the list above.
81:-100 Pick one from the list below, or two from the list above.
- Golem Control Rod and Golem
- Autocrossbow
- Lyrium Well
- Flamethrower
- 5 boosts
- An Ancient Dwarven technology (Lyrium Well schematics, Golem schematics, Autocrossbow Schematics, Flamethrower Schematics)
Damn, 4 is arguably the most important step since it calc your loss (losing a great actor would be very pricey. Losing artifacts already dispatched would be pricey as well)
Such was the point.Okay, so very roughly:
Step 1: 60% base chance to succeed
Step 2: 40% base chance to succeed
Step 3: 40% base chance to succeed
Step 4: 50% base chance to succeed
Step 5: 60% base chance to succeed
Compounding is more difficult because the various modifiers each step may incur, but if we ignore that, you got (3/5) * (2/5) * (2/5) * (1/2) * (3/5) = 36/1250 probability to win an artifact. That's err 2.9% base chance
Edit: Oh wait, misread 'lost artifacts dispatched' with 'lost artifacts gained'. Re-calc-ing.
Edit: there
Damn, 4 is arguably the most important step since it calc your loss (losing a great actor would be very pricey. Losing artifacts already dispatched would be pricey as well)
EDIT: This just underline how successful Hawke's expedition was (and how crazy idea that is)
Can multiple nations co-operate if they agree what to do with potential loot in advance?Such was the point.
I don't want it to be easy or simple, but it is possible, especially if you prepare well and spare no expense.
I suppose so, but I don't see how it would be any better than running two expeditions.Can multiple nations co-operate if they agree what to do with potential loot in advance?
I suppose so, but I don't see how it would be any better than running two expeditions.
It's not fighting. You're balancing marginal gains in success probability against the risk of larger absolute losses in men sent.In theroy a greater force would lead to less losses.
10K fighting 3K would probably have less losses over
5K fighting 3K.
At some point the issue becomes coordinating all the people you shoved into a claustrophobic subterranean tunnel, and throwing more men at it doesn't help.In theroy a greater force would lead to less losses.
10K fighting 3K would probably have less losses over
5K fighting 3K.
Moreover, a larger force is more likely to attract the attention of Darkspawn which leads to issues of it's own. A smaller force is better because it's more likely to be missed by the Darkspawn which are pretty much the only thing you need to worry about in the Deep Roads.At some point the issue becomes coordinating all the people you shoved into a claustrophobic subterranean tunnel, and throwing more men at it doesn't help.
Yeah I was using 'marginal' in the 'marginal gain/benefit' sense of increasing by steps.Actually, each added modifier is quite good. Adding 10% modifier for example, will almost double you chance to make out with an artifact. At 40% modifier, it the multiplier is about 7 times.
I would expect it to apply to all the steps.