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[Suggestion] When a property is about to be destroyed; 'cause of low morale roll
Topic Started: Jun 7 2015, 07:45 PM (175 Views)
thevenin
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Regarding this rule:
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Morale is the representation of order and stability in the colony. It also represents the trust majority of people put in the guild of iron talon.
at the beginning of each phase, a morale dice will be rolled (1d20+ morale + etc (if any)) and compared to 10+building number. each negative difference will result in one ineffective building. Negative difference of 7 will result in destruction of one building, and one more for each 7 in difference. The affected building is determined randomly.


Isn't it kind of unfair, that a property gained through hardships just gone, by a chance of bad luck? I know it could be prevented by stacking positive morale modifiers from buildings, but the point of this post is to suggest:

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What if, when a property is to be destroyed from low morale, the owner of the property would be given a chance to prevent it by undergoing a very difficult task/mission?

For Example (because of the low morale) :

1. Smith's miners accidentally digs an ancient tomb deep underground, and now his crystal mine is infested with undeads. Smith, alone or with a party, must cleanse his mine from undeads, lest authority would close his mine forever.

2. Jimmy's brothel is accused of spreading STDs on Dawntide, and authority is going to close it. Jimmy must investigate the case: Can he find a cure? Do STDs really originate from his brothel? Is there a conspiration to bring down his brothel?

When the owner succeeds, the property will not be destroyed, not until next morale roll. In case he fails, the property is lost, and consequentially there'll be after-effects of his failure (e.g. Smith dies in his mission, rises as undead, and his soul will linger forever underground in mines; Jimmy is banned from brothels forever, etc). After all, it's supposed to be difficult.


What do you think?
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