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General Tabletop Discussion
*Dungeons & Dragons
attrition mechanic
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<blockquote data-quote="Bawylie" data-source="post: 6902711" data-attributes="member: 6776133"><p>Seems like you want a dungeon crawl without actual crawling. </p><p></p><p>Here's how I'd do it:</p><p></p><p>Ask players, who is scouting, who is navigating (includes mapping), who is on the rear-guard, and who is carrying all the crap while everyone else is on alert?</p><p></p><p>Each job gets an appropriate DC (i'd use 15, but it depends on how complex your sewer is) for an ability Check related to the job they're performing. You can modify the rolls by choosing pace if you want (like if time is a factor). </p><p></p><p>Each check carries consequences. A scout leads people around hazards. A failed check means they run into one (maybe a random encounter or trap). </p><p></p><p>Your rear guard is like the scout but for ambush encounters. If there is a random encounter, the rear guard's check determines whether or not the party is surprised. </p><p></p><p>The Navigator's check affects how many random encounters your roll for or whether or not your party gets lost. If they get lost, maybe you all make checks again (albeit at a lower DC, since you have a map and Eliminated one wrong path). </p><p></p><p>And the person carrying everything makes a check to see if your party arrives at its destination refreshed and ready, or with a level of exhaustion (or maybe missing a couple hit dice, though I'd use exhaustion). </p><p></p><p>Get the results of each roll. Decide what those results mean, and give a 5 or 6 sentence montage that highlights the journey, particularly some icky sewery details, and the characters' actions. Ask a couple questions like "How does Glenn handle the stench?" And add crap like "something slimy in the knee high water brushes against your thigh." </p><p></p><p>Whole thing should take you no longer than 10-20 min to run, 30 if you have an encounter or get lost. </p><p></p><p>Edit to add. You can decide whether aggregate success or failure means they arrive, get lost, or have to turn back. For me, since I want them to arrive, I'd say they need at least 2 people to succeed to get there without getting lost, and even if everyone fails, nothing worse than getting lost happens. I also wouldn't make them get lost more than once, but you could just keep going and reducing the navigator check as often as is fitting with your judgment. </p><p></p><p>-Brad</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6902711, member: 6776133"] Seems like you want a dungeon crawl without actual crawling. Here's how I'd do it: Ask players, who is scouting, who is navigating (includes mapping), who is on the rear-guard, and who is carrying all the crap while everyone else is on alert? Each job gets an appropriate DC (i'd use 15, but it depends on how complex your sewer is) for an ability Check related to the job they're performing. You can modify the rolls by choosing pace if you want (like if time is a factor). Each check carries consequences. A scout leads people around hazards. A failed check means they run into one (maybe a random encounter or trap). Your rear guard is like the scout but for ambush encounters. If there is a random encounter, the rear guard's check determines whether or not the party is surprised. The Navigator's check affects how many random encounters your roll for or whether or not your party gets lost. If they get lost, maybe you all make checks again (albeit at a lower DC, since you have a map and Eliminated one wrong path). And the person carrying everything makes a check to see if your party arrives at its destination refreshed and ready, or with a level of exhaustion (or maybe missing a couple hit dice, though I'd use exhaustion). Get the results of each roll. Decide what those results mean, and give a 5 or 6 sentence montage that highlights the journey, particularly some icky sewery details, and the characters' actions. Ask a couple questions like "How does Glenn handle the stench?" And add crap like "something slimy in the knee high water brushes against your thigh." Whole thing should take you no longer than 10-20 min to run, 30 if you have an encounter or get lost. Edit to add. You can decide whether aggregate success or failure means they arrive, get lost, or have to turn back. For me, since I want them to arrive, I'd say they need at least 2 people to succeed to get there without getting lost, and even if everyone fails, nothing worse than getting lost happens. I also wouldn't make them get lost more than once, but you could just keep going and reducing the navigator check as often as is fitting with your judgment. -Brad [/QUOTE]
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