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DM Advice Wanted: Drowning a solo PC Encounter
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<blockquote data-quote="Rhenny" data-source="post: 7321217" data-attributes="member: 18333"><p>Like iserith said.</p><p></p><p>For the chase, you can have the PC make a series of checks depending on what he/she is doing. Most of them will probably by Strength (Athletic) checks, but you can always switch it up and allow attempts for Dexterity (Athletic) if it seems like the task could use that attribute. Of course, some of the checks might be Dexterity (acrobatics), and after a little while, maybe a Con (Athletics) for endurance or something like that.</p><p></p><p>To make it really interesting, you'll need to introduce complications and benefits depending on how the rolls go. Be sure to describe the scene and give the player the ability to make choices. Let the player tell you what the PC is trying to do and just tell them what to check. PC should be able to pick a path that might be more or less difficult to traverse. PC should be able to try to hide (and when he fails have the chaser jump out and scare the PC to death..pushing the chase on or just have the two resolve their encounter). </p><p></p><p>Use your best judgment and be sure to use descriptive detail to add flavor. Oh, also, my advice is to make the whole chase an abstraction (theater of the mind) rather than using minis on a board. I think you can make it more exciting by having player visualize rather than square counting.</p><p></p><p>As for using weapons underwater, rules state that any weapon that isn't a piercing weapon will incur disadvantage to attack underwater. (There may be other restrictions in PHB/DMG, but I can't remember them off the top of my head).</p></blockquote><p></p>
[QUOTE="Rhenny, post: 7321217, member: 18333"] Like iserith said. For the chase, you can have the PC make a series of checks depending on what he/she is doing. Most of them will probably by Strength (Athletic) checks, but you can always switch it up and allow attempts for Dexterity (Athletic) if it seems like the task could use that attribute. Of course, some of the checks might be Dexterity (acrobatics), and after a little while, maybe a Con (Athletics) for endurance or something like that. To make it really interesting, you'll need to introduce complications and benefits depending on how the rolls go. Be sure to describe the scene and give the player the ability to make choices. Let the player tell you what the PC is trying to do and just tell them what to check. PC should be able to pick a path that might be more or less difficult to traverse. PC should be able to try to hide (and when he fails have the chaser jump out and scare the PC to death..pushing the chase on or just have the two resolve their encounter). Use your best judgment and be sure to use descriptive detail to add flavor. Oh, also, my advice is to make the whole chase an abstraction (theater of the mind) rather than using minis on a board. I think you can make it more exciting by having player visualize rather than square counting. As for using weapons underwater, rules state that any weapon that isn't a piercing weapon will incur disadvantage to attack underwater. (There may be other restrictions in PHB/DMG, but I can't remember them off the top of my head). [/QUOTE]
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DM Advice Wanted: Drowning a solo PC Encounter
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