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How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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<blockquote data-quote="Celebrim" data-source="post: 7532664" data-attributes="member: 4937"><p>When I'm doing this sort of thing, I generally plan out a series of complications which the PC's are expected to handle. In other words, I hand wave away most of the ascent and skip to the exciting moments of it. The generic skill check thing is fine, but it's too generic. I'd tend to do things more like:</p><p></p><p>1) A footbridge on the trail collapses. This provokes one of the three checks to avoid falling. The players have to describe what they do to rescue those that have fallen, and how they negotiate the gap. </p><p>2) A brief rain storm brings wind and rain. This provokes one of the three checks to avoid falling. The players have to describe what they do to rescue those that have fallen, and what they do to mitigate the fact that the rocks and gear are now wet.</p><p>3) A rock slide blocks the path. Crossing it provokes a check to avoid falling/caught in landslide. The players have to describe what they do to rescue those and avoid triggering additional slides.</p><p></p><p>Things like that. With a bit of brainstorming I could probably keep going. As this is prolonged exercise, I typically also force endurance checks (con saves, or whatever fits the system you are using) to avoid becoming fatigued during the ascent. Fatigued players are obviously at greater risk on future challenges.</p><p></p><p>And so forth.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7532664, member: 4937"] When I'm doing this sort of thing, I generally plan out a series of complications which the PC's are expected to handle. In other words, I hand wave away most of the ascent and skip to the exciting moments of it. The generic skill check thing is fine, but it's too generic. I'd tend to do things more like: 1) A footbridge on the trail collapses. This provokes one of the three checks to avoid falling. The players have to describe what they do to rescue those that have fallen, and how they negotiate the gap. 2) A brief rain storm brings wind and rain. This provokes one of the three checks to avoid falling. The players have to describe what they do to rescue those that have fallen, and what they do to mitigate the fact that the rocks and gear are now wet. 3) A rock slide blocks the path. Crossing it provokes a check to avoid falling/caught in landslide. The players have to describe what they do to rescue those and avoid triggering additional slides. Things like that. With a bit of brainstorming I could probably keep going. As this is prolonged exercise, I typically also force endurance checks (con saves, or whatever fits the system you are using) to avoid becoming fatigued during the ascent. Fatigued players are obviously at greater risk on future challenges. And so forth. [/QUOTE]
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How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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