Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Make Characters being affected from conditions without telling Players explicitly?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="lkwpeter" data-source="post: 7194625" data-attributes="member: 6804713"><p>Hi,</p><p></p><p>for my next adventure as a DM I want my party to pass a magic elven forest. The forest will try to stop the players from passing through it by influecing them with magic & disease. My aim is to make the Players use their advantages to pass through it. </p><p></p><p><strong>The following points are planned:</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul">Strange lights <strong>charm </strong>the characters and make them follow them into the deeper forest, if they fail a WIS saving throw against DC 17. They move slowly 5 foot every round into different directions. They need to make their saving throw every turn, until they solve this problem generally. Our bard could <strong>countercharm</strong>. Or the cleric could cast <strong>Beacon of Hope</strong> to get them advantage against WIS saving throws.</li> <li data-xf-list-type="ul">Thorns are cutting through their armor while travelling. After 1 hour everybody gets <strong>diseased </strong>that fails a CON saving throw agains DC 17. A <strong>Medcine check</strong> could tell them that this is a desease. Otherwise the cleric could cast <strong>Detect Poison and Desease </strong>and <strong>cure it </strong>afterwards.</li> <li data-xf-list-type="ul">The characters hear strange and dangerous sounding noises. If they decide to go off the road to look after them, they will need to find their way back with <strong>Survival against DC 20</strong>. Each missed check makes them walk in circles for one hour.</li> </ul><p></p><p></p><p><strong>But I have the following problems implementing those things:</strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><strong>How do I determine, which characters are affected by desease/charm, etc. without giving them too information about what's going on?</strong> If I ask them to make a CON saving throw they immediately know it must be a poison or desease. If I tell them "You missed the saving throw, you are charmed ..." they know it's the charm condition (with some extra features).</li> <li data-xf-list-type="ul"><strong>But how can I implement those things, so that they still need find out themselves? </strong>If I roll the dice hidden, they won't be able to use the Inspiration from the Bard and they - indeed - have very little information about what's going on.</li> <li data-xf-list-type="ul"><strong>Should I just rule that Character X + Y get affected (without any checks)? </strong>They could maybe start thinking that I use my DM power abritrarily...</li> </ul><p></p><p>Would be very glad about some help!</p><p></p><p>Thanks in advance</p><p></p><p>Peter</p></blockquote><p></p>
[QUOTE="lkwpeter, post: 7194625, member: 6804713"] Hi, for my next adventure as a DM I want my party to pass a magic elven forest. The forest will try to stop the players from passing through it by influecing them with magic & disease. My aim is to make the Players use their advantages to pass through it. [B]The following points are planned: [/B] [LIST] [*]Strange lights [B]charm [/B]the characters and make them follow them into the deeper forest, if they fail a WIS saving throw against DC 17. They move slowly 5 foot every round into different directions. They need to make their saving throw every turn, until they solve this problem generally. Our bard could [B]countercharm[/B]. Or the cleric could cast [B]Beacon of Hope[/B] to get them advantage against WIS saving throws. [*]Thorns are cutting through their armor while travelling. After 1 hour everybody gets [B]diseased [/B]that fails a CON saving throw agains DC 17. A [B]Medcine check[/B] could tell them that this is a desease. Otherwise the cleric could cast [B]Detect Poison and Desease [/B]and [B]cure it [/B]afterwards. [*]The characters hear strange and dangerous sounding noises. If they decide to go off the road to look after them, they will need to find their way back with [B]Survival against DC 20[/B]. Each missed check makes them walk in circles for one hour. [/LIST] [B]But I have the following problems implementing those things: [/B] [LIST] [*][B]How do I determine, which characters are affected by desease/charm, etc. without giving them too information about what's going on?[/B] If I ask them to make a CON saving throw they immediately know it must be a poison or desease. If I tell them "You missed the saving throw, you are charmed ..." they know it's the charm condition (with some extra features). [*][B]But how can I implement those things, so that they still need find out themselves? [/B]If I roll the dice hidden, they won't be able to use the Inspiration from the Bard and they - indeed - have very little information about what's going on. [*][B]Should I just rule that Character X + Y get affected (without any checks)? [/B]They could maybe start thinking that I use my DM power abritrarily... [/LIST] Would be very glad about some help! Thanks in advance Peter [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Make Characters being affected from conditions without telling Players explicitly?
Top