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General Tabletop Discussion
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Memorable Beholder solo encounters?
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<blockquote data-quote="CapnZapp" data-source="post: 7515766" data-attributes="member: 12731"><p>I can't find any mechanic for how you pry lose your weapon. </p><p></p><p>Saying "you can't get free" or "it's impossible" is not what high-level D&D is about <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'll probably add the following:</p><p></p><p>Escaping the magnetic pull is a DC 25 Strength (Athletics) check, and each foot moved away counts as three feet's movement. If the magnet is still enabled at the end of the round and you have nothing to hold on to, you fall back against its surface at the end of each combat round (suffering full falling damage, up to 5d6 if you're right at the sphere's edge). (Doffing metal armor takes at least one minute per the DMG so that's probably not an option) Yes, heroes do impossible jumps and runs - and I imagine level 12 heroes will want to jump up and take a swipe at the beholder! That said, this is probably still hopelessly restrictive, but I know my players will appreciate the difference between "you can't do it" and "you just need to roll really well lotsa times" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>If one character is secured at the edge and throws the trapped character a rope, they can both pull, meaning that one can spend its action to help the other. </p><p></p><p>Wrenching loose a metal weapon (perhaps to make another attack) is a DC 20 Strength (Athletics) check each time. Trying and failing means the attack is lost. I'll probably grant advantage if the character is smart and draws a dagger or something. (The Barbarian is wielding an oversized Galeb Duhr two-handed hammer, that just might get disadvantage for being so ridiculously good otherwise <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> )</p><p></p><p>Once the magnet is "bloodied" (have lost half its hit points) the DC is at -5 as the magnetic strength is considerably lower. Each foot moved counts as two, not three, feet.</p><p></p><p>To make it less obvious for the non-metal heroes to use the magnet as a platform, it too will be coated in the impossibly reflective material. Smart ones will procure a smaller metal item that can be used to stay at the sphere without having to make an excessive Athletics check. Even smarter characters will just procure a new item each time they wish to change position...</p><p></p><p>Impossibly smooth still means you can climb, you just need to make a DC 25 Dexterity (Acrobatics) check. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> I will def not allow the Monk to auto-climb this, but might give him advantage on the check.</p><p></p><p>With the alcoves, you can still use ropes and such, or just jump from niche to niche. Hmmm- I probably need to make the mirrors flush with the sphere's edge so it doesn't become entirely trivial to reach the Beholder... (destroying a mirror reveals its treasure and provides space to crouch)</p><p></p><p>PS. I'll probably change metal weapon attacks to give out advantage rather than automatic hit. Rolling is fun, and advantage is something the PCs could gain anyway, so it appears to be a "realistic" concession without actually giving much of a bonus anyway. (Yet another advantage of advantage over systems with lotsa +1 bonuses!)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7515766, member: 12731"] I can't find any mechanic for how you pry lose your weapon. Saying "you can't get free" or "it's impossible" is not what high-level D&D is about :) I'll probably add the following: Escaping the magnetic pull is a DC 25 Strength (Athletics) check, and each foot moved away counts as three feet's movement. If the magnet is still enabled at the end of the round and you have nothing to hold on to, you fall back against its surface at the end of each combat round (suffering full falling damage, up to 5d6 if you're right at the sphere's edge). (Doffing metal armor takes at least one minute per the DMG so that's probably not an option) Yes, heroes do impossible jumps and runs - and I imagine level 12 heroes will want to jump up and take a swipe at the beholder! That said, this is probably still hopelessly restrictive, but I know my players will appreciate the difference between "you can't do it" and "you just need to roll really well lotsa times" :) If one character is secured at the edge and throws the trapped character a rope, they can both pull, meaning that one can spend its action to help the other. Wrenching loose a metal weapon (perhaps to make another attack) is a DC 20 Strength (Athletics) check each time. Trying and failing means the attack is lost. I'll probably grant advantage if the character is smart and draws a dagger or something. (The Barbarian is wielding an oversized Galeb Duhr two-handed hammer, that just might get disadvantage for being so ridiculously good otherwise :] ) Once the magnet is "bloodied" (have lost half its hit points) the DC is at -5 as the magnetic strength is considerably lower. Each foot moved counts as two, not three, feet. To make it less obvious for the non-metal heroes to use the magnet as a platform, it too will be coated in the impossibly reflective material. Smart ones will procure a smaller metal item that can be used to stay at the sphere without having to make an excessive Athletics check. Even smarter characters will just procure a new item each time they wish to change position... Impossibly smooth still means you can climb, you just need to make a DC 25 Dexterity (Acrobatics) check. :cool: I will def not allow the Monk to auto-climb this, but might give him advantage on the check. With the alcoves, you can still use ropes and such, or just jump from niche to niche. Hmmm- I probably need to make the mirrors flush with the sphere's edge so it doesn't become entirely trivial to reach the Beholder... (destroying a mirror reveals its treasure and provides space to crouch) PS. I'll probably change metal weapon attacks to give out advantage rather than automatic hit. Rolling is fun, and advantage is something the PCs could gain anyway, so it appears to be a "realistic" concession without actually giving much of a bonus anyway. (Yet another advantage of advantage over systems with lotsa +1 bonuses!) [/QUOTE]
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