Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Any New Info on Skill Encounters?
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="jaer" data-source="post: 4088963" data-attributes="member: 57861"><p>This sounds more like a DM decision then a edition decision. Anyone in 3e could have done the same thing: make a check, there is a secret passage. In 4e, the same thing could be taken away.</p><p></p><p>One thing about this encounter that needs to be taken into account was that it was designed to be run in a convention. It was designed to be run for multiple players by multiple DMS. Were I to run something similar, I'm sure I would do it very differently then it was at a convention because I would design it specifically for me to run, not so thay 20 people can read a couple sheets and DM the scene for random people.</p><p></p><p>I can see how this design idea can carry over into something like a Crushing Room trap; each round the wall moves in 5 feet. In 5 rounds, the PCs are flattened. A successful str check stops the wall from moving that round. There is a metal grate in the wall behind which the clockwork mechanisms are clicking away; the grate is too havy to lift, but there is a chain hanging from the ceiling attached to it through a pulley device of some kind. That might be enough to open the grate.</p><p></p><p>Someone made a perception check, so the athletic check to climb up the wall is better because the PC noticed a couple footholds in the wall leading toward the chain. A successful moderately difficult climb check would get the character just high enough to reach the chain (a low DC climb check would then require a low DC jump check...someone who wasn't as athletic could try two easy DCs vs 1 moderate DC check if they thought that would benefit them). The PC who is actually climbing decided to go a bit higher, aiming for the harder check. Having gotten as high as he did, PC was able to get a good grasp of the chain and is in a better position to pull it and hold it (+2 to his str check to pull the chain and open the grate).</p><p></p><p>With the grate open, the PC disabling the trap isn't squeezing his hands through a grate coated with mild contact poison anymore as he manipulates the mechanism, lowering the DC of the disable device and keeps the character from suffering poison damage. If the Disable device fails, the player can keep trying, so long as the chain holder can keep holding the chain and the wall doesn't advance all the way across the room.</p><p></p><p>I'm sure there are other skills characters could bring into play to get out of this trap that I haven't though of and planned for. I would need to be willing to listen to my player's ideas and decide what sort of affect, if any, they have in this situation. But I wouldn't simply add something becuase my PC decided to search for a secret door and succeed his check. If it's not there, it's not there.</p><p></p><p>Could this be done in 3e? Sure, there is no reason it couldn't. Use a skill, succeed, and go on to the next skill. But this was not the design philosophy of 3e. The philosophy there was that the trap sprung and it either hit or missed or the characters got a save against something. And then it was over.</p><p></p><p>The design philosophy in 4e is that things are much more complex and should require several rolls and more character involvment to 'defeat' a challenge. It's still in the DM's hands to create these challenges as they see fit.</p></blockquote><p></p>
[QUOTE="jaer, post: 4088963, member: 57861"] This sounds more like a DM decision then a edition decision. Anyone in 3e could have done the same thing: make a check, there is a secret passage. In 4e, the same thing could be taken away. One thing about this encounter that needs to be taken into account was that it was designed to be run in a convention. It was designed to be run for multiple players by multiple DMS. Were I to run something similar, I'm sure I would do it very differently then it was at a convention because I would design it specifically for me to run, not so thay 20 people can read a couple sheets and DM the scene for random people. I can see how this design idea can carry over into something like a Crushing Room trap; each round the wall moves in 5 feet. In 5 rounds, the PCs are flattened. A successful str check stops the wall from moving that round. There is a metal grate in the wall behind which the clockwork mechanisms are clicking away; the grate is too havy to lift, but there is a chain hanging from the ceiling attached to it through a pulley device of some kind. That might be enough to open the grate. Someone made a perception check, so the athletic check to climb up the wall is better because the PC noticed a couple footholds in the wall leading toward the chain. A successful moderately difficult climb check would get the character just high enough to reach the chain (a low DC climb check would then require a low DC jump check...someone who wasn't as athletic could try two easy DCs vs 1 moderate DC check if they thought that would benefit them). The PC who is actually climbing decided to go a bit higher, aiming for the harder check. Having gotten as high as he did, PC was able to get a good grasp of the chain and is in a better position to pull it and hold it (+2 to his str check to pull the chain and open the grate). With the grate open, the PC disabling the trap isn't squeezing his hands through a grate coated with mild contact poison anymore as he manipulates the mechanism, lowering the DC of the disable device and keeps the character from suffering poison damage. If the Disable device fails, the player can keep trying, so long as the chain holder can keep holding the chain and the wall doesn't advance all the way across the room. I'm sure there are other skills characters could bring into play to get out of this trap that I haven't though of and planned for. I would need to be willing to listen to my player's ideas and decide what sort of affect, if any, they have in this situation. But I wouldn't simply add something becuase my PC decided to search for a secret door and succeed his check. If it's not there, it's not there. Could this be done in 3e? Sure, there is no reason it couldn't. Use a skill, succeed, and go on to the next skill. But this was not the design philosophy of 3e. The philosophy there was that the trap sprung and it either hit or missed or the characters got a save against something. And then it was over. The design philosophy in 4e is that things are much more complex and should require several rolls and more character involvment to 'defeat' a challenge. It's still in the DM's hands to create these challenges as they see fit. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Any New Info on Skill Encounters?
Top