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GM Core / Chapter 4: Subsystems / Research / Building a Research Challenge

Designing the Stat Block

Source GM Core pg. 191 2.0
Once you've decided what your library looks like and how the areas and research options are structured, it's time to build the stat block and set research thresholds for each topic. Thresholds are your opportunity to reward your PCs with intriguing new information (like the history of the town they're in), tactical intel (such as a legendary monster's only weakness), uncommon or rare options (like a lost spell in the library's depths), or anything else. A mix of rewards is best! Backstory can be interesting, but isn't much of a reward on its own. Research that uncovers only backstory should appear only at the lowest thresholds.

Reaching thresholds can also change the state of the library, in the PCs' favor or otherwise. In a dusty room, the first threshold might simply be cleaning and organizing the library to lower subsequent checks, but in a haunted library, ghosts might start appearing as their resting place is increasingly disturbed. Reaching a research threshold can do just about anything, but it should always do something.

Think about the constraints preventing the PCs from researching freely, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds—you could require very few Research Points for crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward.

In a published adventure, you'll find stat blocks presented in the format below. In some cases, this information appears in a single stat block instead, but the rules function the same.

Research Topic's Name Research (Level)

Traits
Research Checks The checks PCs can attempt to conduct research listed alongside their locations, tagged with area codes or page references when appropriate.
Research Thresholds Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold).

Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details.