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Mike Mearls Discusses the First Round of Public D&D Next Playtests
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<blockquote data-quote="tuxgeo" data-source="post: 5925549" data-attributes="member: 61026"><p>[emphasis added] </p><p>"Stonecunning" wouldn't have to be <em>architectural knowledge</em> in order to work. I'll just throw some possible ideas out here: </p><p></p><p>(1) Give the dwarves a "bump of direction," so they can always point to North; </p><p>(2) Give the dwarves a "depth sense," so they know how far below the surface they are (from the length of time the subsonic echoes persist, if nothing else; could dwarves have an "infra-hearing" we humans lack?); </p><p>(3) Give the dwarves a "rock-weight" affinity, so if they concentrate for a while, then they get an approximate feeling for how much mass of rock lies in which direction, and how sparse it is nearby (from empty rooms); </p><p>(4) Give the dwarves a "solidity" sense, similar to <em>tremorsense</em>, that tells how completely connected one piece of stone is to another, and whether that is by mortar or fusing or tight fit, and if it includes metal fastenings. </p><p>Put those all together, and a dwarf could do a lot in rocky caverns without having any appreciable <em>architectural knowledge</em> at all.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 5925549, member: 61026"] [emphasis added] "Stonecunning" wouldn't have to be [I]architectural knowledge[/I] in order to work. I'll just throw some possible ideas out here: (1) Give the dwarves a "bump of direction," so they can always point to North; (2) Give the dwarves a "depth sense," so they know how far below the surface they are (from the length of time the subsonic echoes persist, if nothing else; could dwarves have an "infra-hearing" we humans lack?); (3) Give the dwarves a "rock-weight" affinity, so if they concentrate for a while, then they get an approximate feeling for how much mass of rock lies in which direction, and how sparse it is nearby (from empty rooms); (4) Give the dwarves a "solidity" sense, similar to [I]tremorsense[/I], that tells how completely connected one piece of stone is to another, and whether that is by mortar or fusing or tight fit, and if it includes metal fastenings. Put those all together, and a dwarf could do a lot in rocky caverns without having any appreciable [I]architectural knowledge[/I] at all. [/QUOTE]
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Mike Mearls Discusses the First Round of Public D&D Next Playtests
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