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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cling to the ceiling?
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="giant.robot" data-source="post: 5301586" data-attributes="member: 93119"><p>I'll preface by saying that I feel die rolls are for suspense only. If you want the characters to climb the wall and cross the ceiling make the difficulty such that you can assume the weakest character can take 10 and get across safely. They should only roll a dice if the situation is dramatic and suspenseful, if the fail something really bad happens. Don't make them do a check  if the only penalty for failure is them taking some falling damage that they then need to waste a healing surge on or an action point to avoid.</p><p></p><p>If you really want them to make checks maybe treat the whole thing like a skill challenge rather than simple skill checks. Doing so will be a little more forgiving of check failures yet be pretty suspenseful and dramatic. Allow aid another rolls for characters that are close by, e.g. a character slips from a handhold but a nearby character catches them and keeps them from falling.</p><p></p><p>Also give the players some alternate but not immediately obvious ways of bypassing the pit. They might have the most athletic character climb across with a rope and then tie it off so everyone else can just climb across using that. Put some sturdy handhold in the ceiling (lest no one be able to make it across) that a character could loop a rope through and the rest could swing across.</p><p></p><p>I've been in this exact situation before, I've come up with an awesome visual for a game and tried to implement it within the rules. Slavish devotion to the rules will too often dampen a cool idea. Getting too focused on what I wanted players to do meant I was just telling my players what actions they were going to take. This sucks for them because the only interaction they get is rolling their dice. I want to make sure my players are more involved them just being in charge of their dice rolls and keeping track of their character sheet. If that's all the involvement players have then I'm just reading them a story and we're not playing a game.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5301586, member: 93119"] I'll preface by saying that I feel die rolls are for suspense only. If you want the characters to climb the wall and cross the ceiling make the difficulty such that you can assume the weakest character can take 10 and get across safely. They should only roll a dice if the situation is dramatic and suspenseful, if the fail something really bad happens. Don't make them do a check if the only penalty for failure is them taking some falling damage that they then need to waste a healing surge on or an action point to avoid. If you really want them to make checks maybe treat the whole thing like a skill challenge rather than simple skill checks. Doing so will be a little more forgiving of check failures yet be pretty suspenseful and dramatic. Allow aid another rolls for characters that are close by, e.g. a character slips from a handhold but a nearby character catches them and keeps them from falling. Also give the players some alternate but not immediately obvious ways of bypassing the pit. They might have the most athletic character climb across with a rope and then tie it off so everyone else can just climb across using that. Put some sturdy handhold in the ceiling (lest no one be able to make it across) that a character could loop a rope through and the rest could swing across. I've been in this exact situation before, I've come up with an awesome visual for a game and tried to implement it within the rules. Slavish devotion to the rules will too often dampen a cool idea. Getting too focused on what I wanted players to do meant I was just telling my players what actions they were going to take. This sucks for them because the only interaction they get is rolling their dice. I want to make sure my players are more involved them just being in charge of their dice rolls and keeping track of their character sheet. If that's all the involvement players have then I'm just reading them a story and we're not playing a game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cling to the ceiling?
Top