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Campaign setting in a Gas Giant World with Floating Islands
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<blockquote data-quote="Dausuul" data-source="post: 8401207" data-attributes="member: 58197"><p>Everyone else is exploring world-building questions, so I'll dive into this more mundane one: <em>Given that forced movement is relatively common and easy in 5E, how do you run a D&D game in a setting where many if not most combats take place on the edge of a bottomless pit?</em></p><p></p><p>One solution is to house-rule "escape hatch mechanics" where you get a last-ditch saving throw, or something, to avert a fatal fall. However, I don't really like that--for one thing, it leaves too much up to the whim of the dice. I would instead look at solutions within the game world.</p><p></p><p>First would be to have equipment that gives you a second chance, which could be as simple as nets that hang below an airship (at least a well-designed, OSHA-compliant airship) to catch those who fall. Second would be a feature of the world where falling into the depths <em>doesn't</em> result in automatic death. Perhaps there is a layer where those who fall end up drifting in some kind of coma or temporal stasis, and it is possible--albeit dangerous!--to descend to that layer and rescue them, like rescuing someone from the Underworld.</p><p></p><p>Hmm. Guess I ended up at world-building after all... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dausuul, post: 8401207, member: 58197"] Everyone else is exploring world-building questions, so I'll dive into this more mundane one: [I]Given that forced movement is relatively common and easy in 5E, how do you run a D&D game in a setting where many if not most combats take place on the edge of a bottomless pit?[/I] One solution is to house-rule "escape hatch mechanics" where you get a last-ditch saving throw, or something, to avert a fatal fall. However, I don't really like that--for one thing, it leaves too much up to the whim of the dice. I would instead look at solutions within the game world. First would be to have equipment that gives you a second chance, which could be as simple as nets that hang below an airship (at least a well-designed, OSHA-compliant airship) to catch those who fall. Second would be a feature of the world where falling into the depths [I]doesn't[/I] result in automatic death. Perhaps there is a layer where those who fall end up drifting in some kind of coma or temporal stasis, and it is possible--albeit dangerous!--to descend to that layer and rescue them, like rescuing someone from the Underworld. Hmm. Guess I ended up at world-building after all... :) [/QUOTE]
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