Campaign Ended by... Bad Dice Rolls.

I know this may sound sacrilegious, but have you tried not making people roll dice unless you're going to be happy with them failing? Or perhaps setting the stakes for die rolls at something other than "make this or get utterly scr3w3d?"

Never leave to fortune what you'd rather have as drama.

Best,

Mark
 

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rushlight said:
I didn't like the way falling rules worked too well, so I added a small additional level of danger - a Fortitude or die save based on the distance fallen. So far since establishing the rule, quite a few checks have been made. Most were at higher levels, so they were passed easily - even when large distances were involved.

We recently started a new campaign, at level 1. Needless to say, we've just lost our first character - a party NPC - to the new falling rules. She fell 10 feet.

The save? DC 2.

She rolled a 1 - and had no bonus to Fortitude. :D

Yep, the save is 2 DC per 10 feet fallen. We all decided that it was fate talking - who fails a DC 2? She musta landed square on her noggin.

I disagree w/ the concept making climbs more deadly than they already are, especially if the party has no way to avoid them. Though you may think you are making the game more realistic this way, that should not be the goal for a heroic game. Where's the valor in falling to one's death? With your DC 2 per 10 feet fall rule, you will easily kill many PCs that attempt climb checks.

Not convinced? Consider this example...

Character is 4th level w/ +2[edit] fortitude save and +5 on his climb. His AC is 18 and he has 20 hit points. In the adventure he is faced with a choice of climbing down a hole to escape or staying to fight against a deadly beast.

The climb route involves a 40' descent requiring a DC15 climb check. If he falls, he could take up to 4d6 damage and w/ your houserule be also forced to make a DC8 fortitude save or die. On climb check rolls of 1 thru 5, he will fail by 5 or more, and fall suffering the 4d6 damage. That alone may be enough to kill him. But on top of that, because of your house rule he also has to make a DC 8 fort save meaning that a roll of 1 thru 5 is fatal.

Meanwhile, the deadly beast has a +2 attack, so it will hit him on a 16 thru 20. If it hits, it dishes out 4d6 damage, and the attack also has a 25% chance to instantly kill him with that attack. If it misses, the monster vanishes.

Does that sound like a very fair monster? I think most players I know would scream bloody murder about that creature.

Well guess what? Your climb check is the same as that monster. The climb check roll is equivalent to the monster's attack, hurting the PC on 5 of the 20 possible numbers for 4d6 damage. And in both cases the effect has an additional 25% chance to kill the PC outright.

Climbs aren't easy, especially for weak characters or ones with high armor check penalties. When characters fall, they take large amounts of unavoidable damage. If you do fall and survive, you will likely be losing a move action to then stand up, possibly triggering AoO's in the process. Climbing also tends to spread out a party into a dangerous single file formation making them easy targets, and anyone mid-climb is a sitting duck for missile fire and other forms of attack. Climbs are dangerous enough already.
 
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Kalendraf said:
I disagree w/ the concept making climbs more deadly than they already are, especially if the party has no way to avoid them. Though you may think you are making the game more realistic this way, that should not be the goal for a heroic game. Where's the valor in falling to one's death? With your DC 2 per 10 feet fall rule, you will easily kill many PCs that attempt climb checks.

Actually, the intent was specifcally to make things slightly more realistic. Try jumping off a 20 foot cliff sometime and landing on the ground - I think you'll find it hurts more than 2d6 points of damage.

While my system doesn't replicate what happens when you fall, it adds uncertainty. Here's an example. The PC gets to the edge of the cliff and looks down - 30 feet to the bottom. The PC has 20 hit points - so it's clear that even if they take full damage they'll be fine. Yet, if a person was to look over a 30 foot cliff - they would not be so sure of that jump.

The Fortitude or die save adds that uncertainty back. The save is intentionally low enough so that it doesn't become *too* deadly - but high enough so that a PC wonders about the decision to jump just like a person would.

Last, it's all about design. I wouldn't stick a 40 foot cliff in the path of a 4th level party just for kicks. However, if they go looking for 40 foot cliffs to climb for sport then it's on their heads. They know the risks, and they take the risk willingly. In the case of my dead NPC, the party knew that climbing up onto the roof would be dangerous - but they accepted that risk so that they could gain a specific - and significant - advantage over going in on the ground floor. They knew that if things went bad, they'd need to jump - and accepted that danger rather than play it safe.

Sometimes quirky things happen, especially when you take risks. But that makes the success more juicy. Who can get excited when you know that the DM is gonna ensure that you live everytime, no matter what? During that adventure the 2nd level party faced a Vampire Spawn and his 4th level body guards - they weren't supposed to go straight to the top of the the encounter. They were supposed to work their way up - eventually reaching the Vampire when they were ready. Well, they got in over their heads, and had to take a header off the roof - and paid the price of their actions. However, I didn't pull any punches. Had they not been thinking fast it would likely have been a TPK. But a quick decision by the rogue bought them enough time to get away - they just had to get off the roof first.

But, everyone else survived - and the encounter was quite exciting. So much so that we played 3 hours later than we usually do. Not to mention that it's all my players have talked about in the last two weeks. It's got them juiced and excited for more!
 
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rushlight said:
Actually, the intent was specifcally to make things slightly more realistic. Try jumping off a 20 foot cliff sometime and landing on the ground - I think you'll find it hurts more than 2d6 points of damage.

Really?

I somehow doubt I'll find it hurts more than being hit with a greatsword.
 


Tigerbunny said:
I know this may sound sacrilegious, but have you tried not making people roll dice unless you're going to be happy with them failing? Or perhaps setting the stakes for die rolls at something other than "make this or get utterly scr3w3d?"

Never leave to fortune what you'd rather have as drama.

Best,

Mark

You don't by any chance play or DM dying earth, do you?

I believe that's pretty much the exact wording of some GMing advice I've heard for that game - 1 in 6 times, someone attempting something in that game will fumble.

The advice runs "if you can't think of something funny that will happen when someone fumbles, don't make them roll for the task".

As a result, you end up with some hilarious (mis) adventures...
 

I have a few superstitions about dice. First. I lime all my dice up with the highest number facing up. Maybe I'm hoping the denser particles will settle to the bottom and make them naturally loaded.

Second. I keep them in a nice place. A nice soft pouch. A chainmail bag. They HATE Pringles tubes.

Third, I bring a Pit of Despair with me. A piece of scenery I made for Warhammer. When a die offends me, it gets thrown into the pit.

Fourth, when all my dice are really offending me, I line them all up on a cement pad. Bring out the biggest offender and place it in front of the others, and smash it with a mini sledge hammer. I make sure to pit the powdered remains of the offender back in the container with the otehr dice.

But on a more holistic side of things, you could always journey and talk to the spirits of your dice and you may learn why they roll the way they do.
 

Man oh man - you didn't TRAIN yer dice, did ya? In another tip of the hat to Kenzer, the Knights of the Dinner Table always make sure their dice are TRAINED. Apparently, you thought that you were better than that - too good for training, eh?
 

You, sir, are my new deity.

cmanos said:
I have a few superstitions about dice. First. I lime all my dice up with the highest number facing up. Maybe I'm hoping the denser particles will settle to the bottom and make them naturally loaded.

Second. I keep them in a nice place. A nice soft pouch. A chainmail bag. They HATE Pringles tubes.

Third, I bring a Pit of Despair with me. A piece of scenery I made for Warhammer. When a die offends me, it gets thrown into the pit.

Fourth, when all my dice are really offending me, I line them all up on a cement pad. Bring out the biggest offender and place it in front of the others, and smash it with a mini sledge hammer. I make sure to pit the powdered remains of the offender back in the container with the otehr dice.

But on a more holistic side of things, you could always journey and talk to the spirits of your dice and you may learn why they roll the way they do.
 

Regarding climb checks....

Climb checks are dangerous, true.

They can kill off a whole party, true.

But what's a party of adventurers doing without a rope? They deserve to die from terminal lack of preparation.

Sure, the first one up (assuming you're going up) has a tough time. But he takes the rope and assists the next PC, who assists with the next PC... until the Dwarf in Full Plate has four people helping (hoisting) him up.

Going down's the reverse, with the addition that you can tie off the rope and rappel down it (you did bring a piton, right?).

Telas
 

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