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<blockquote data-quote="Obreon" data-source="post: 7213114" data-attributes="member: 6815225"><p>Bear in mind that the frequency of the check is only one part of the equation - the probability of success also comes into it. In order to keep the tension high I want to be rolling frequently - the players need to feel threatened by staying in the dungeon rather than just wandering around taking in the scenery. Initially, the chance of an encounter is only 1 in 20, so even at a check every 20 minutes, it still amounts to less than 1 in 6 per hour. Obviously if they start haring around the dungeon without taking any care to be stealthy that probability is going to go up quickly, but that's kind of the idea. But yes, clearly this is something that needs to be tweaked depending on the adventure in question. I'm primarily thinking of large, multi-level complexes that provide long-term adventuring opportunities rather than small 1-shots.</p><p></p><p></p><p></p><p>Generally, this is what I've been doing as well. The reason I want to do something more robust now is because I want to introduce a greater sense of danger and tension. I really want the players to feel that they are in a hostile environment and every minute they spend brings them that much closer to a sticky end.</p></blockquote><p></p>
[QUOTE="Obreon, post: 7213114, member: 6815225"] Bear in mind that the frequency of the check is only one part of the equation - the probability of success also comes into it. In order to keep the tension high I want to be rolling frequently - the players need to feel threatened by staying in the dungeon rather than just wandering around taking in the scenery. Initially, the chance of an encounter is only 1 in 20, so even at a check every 20 minutes, it still amounts to less than 1 in 6 per hour. Obviously if they start haring around the dungeon without taking any care to be stealthy that probability is going to go up quickly, but that's kind of the idea. But yes, clearly this is something that needs to be tweaked depending on the adventure in question. I'm primarily thinking of large, multi-level complexes that provide long-term adventuring opportunities rather than small 1-shots. Generally, this is what I've been doing as well. The reason I want to do something more robust now is because I want to introduce a greater sense of danger and tension. I really want the players to feel that they are in a hostile environment and every minute they spend brings them that much closer to a sticky end. [/QUOTE]
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