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Undermountain as a Skill Challenge
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<blockquote data-quote="Charles Rampant" data-source="post: 7204570" data-attributes="member: 32659"><p>Perhaps a way of handling that is to have the initial departure roll influence a table (say this big table is multiple rolls, like 3 x d100, and the players can influence the results a total % points equal to how well that roll was...) and that table includes lots of stuff like, "Two people must make Athletics checks to cross a chasm", or something similar. I'm a little worried about this turning the Guide into the mega-role, with everyone else being bit parts, however. </p><p></p><p></p><p></p><p>That's interesting. It sounds like that old Ultima game where the whole story is underground. I've thought about Undermountain for that as well, where the entire campaign is about returning to the surface. How did you handle it? Did you use the maps, and just include enough one-way portals that they soon lost track of their position? </p><p></p><p>I'm coming at this from the perspective of a campaign that is split roughly evenly between 'city intrigue', 'undermountain expeditions' and 'wilderness exploration', so logically will include the players repeatedly traversing the parts of undermountain near the Yawning Portal, and I'm worried about that top layer becoming totally mundane to them.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7204570, member: 32659"] Perhaps a way of handling that is to have the initial departure roll influence a table (say this big table is multiple rolls, like 3 x d100, and the players can influence the results a total % points equal to how well that roll was...) and that table includes lots of stuff like, "Two people must make Athletics checks to cross a chasm", or something similar. I'm a little worried about this turning the Guide into the mega-role, with everyone else being bit parts, however. That's interesting. It sounds like that old Ultima game where the whole story is underground. I've thought about Undermountain for that as well, where the entire campaign is about returning to the surface. How did you handle it? Did you use the maps, and just include enough one-way portals that they soon lost track of their position? I'm coming at this from the perspective of a campaign that is split roughly evenly between 'city intrigue', 'undermountain expeditions' and 'wilderness exploration', so logically will include the players repeatedly traversing the parts of undermountain near the Yawning Portal, and I'm worried about that top layer becoming totally mundane to them. [/QUOTE]
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