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Escape before collapse scene, how to?
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<blockquote data-quote="PeterMikelsons" data-source="post: 1239585" data-attributes="member: 11154"><p>I wouldn't bother marking the map, since debris will be falling everywhere eventually and it would be a lot of work to track the PC's movements on your map. Also, the PC's might end up doubling back to help companions or if they go the wrong way. Would the marked squares work the same way in that case?</p><p></p><p>The way I have done collapsing complexes in the past is to have everyone have a chance of taking random damage every round, based on a saving throw. This rewards fast movement and decisiveness. It punishes slow characters though. Also, If the characters don't know the way out, and they go the wrong way, things could get very bad for them.</p><p></p><p>Every round, you could roll for one of the following events to happen to one or more randomly chosen characters (one character if it is a long trip out, more characters if it is a quick trip):</p><p></p><p>(d6)</p><p>1: Light debris falls, attack bonus +3, damage 1d6</p><p>2: Moderate debris falls, attack bonus +5, damage 2d6</p><p>3: Serious debris falls, attack bonus +7, damage 3d6</p><p>4: Boulder falls, attack bonus +10, damage 4d6</p><p>5: Slab falls, Reflex DC 15, damage 4d6 + pinned if failed, 2d6 if successful. Pinned characters must make DC 20 Strength or Escape Artist check each round to escape but are immune to falling debris. Free characters may make or assist with Strength checks. If the debris is made of ice, fire spells could remove it, with some risk to the pinned character.</p><p>6: Crack opens in floor, Reflex DC 20, no effect if successful, if failed getting free is a full round action for that character or another.</p><p></p><p>You could also have several events occur which effect everyone or anyone. These could be scheduled on certain rounds, at certain locations, or just random:</p><p></p><p>- Falling debris partially blocks passage, to height of 5 feet. Some characters might be able to Jump it. Climbing over is a move-equivalent action. If the debris is made of ice, fire spells could clear it.</p><p>- A massive crack opens in the floor, blocking the passage. Width depends on what resources your party has to cross it and how good the worst jumper in the party is.</p><p>- Passage floor has become severly slippery, angled, or littered with debris. Balance checks are required to move - see Balance skill rules.</p><p>- The floor suddenly shifts. Everyone must make a DC 15 Balance check or fall prone.</p><p>- An easy Search roll (DC 10) reveals a side room with some valuable-looking treasure (greedy PCs) or a trapped innocent (Good PCs). Getting it or freeing him or her will cause a character to spend at least two extra rounds in the complex.</p><p></p><p>My goal with these ideas is to raise excitement with random damage, allow problem solving with various obstacles, and force difficult decisions for players whose characters are faster/luckier than others. Hope this helps <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=":)" /> Have fun!</p></blockquote><p></p>
[QUOTE="PeterMikelsons, post: 1239585, member: 11154"] I wouldn't bother marking the map, since debris will be falling everywhere eventually and it would be a lot of work to track the PC's movements on your map. Also, the PC's might end up doubling back to help companions or if they go the wrong way. Would the marked squares work the same way in that case? The way I have done collapsing complexes in the past is to have everyone have a chance of taking random damage every round, based on a saving throw. This rewards fast movement and decisiveness. It punishes slow characters though. Also, If the characters don't know the way out, and they go the wrong way, things could get very bad for them. Every round, you could roll for one of the following events to happen to one or more randomly chosen characters (one character if it is a long trip out, more characters if it is a quick trip): (d6) 1: Light debris falls, attack bonus +3, damage 1d6 2: Moderate debris falls, attack bonus +5, damage 2d6 3: Serious debris falls, attack bonus +7, damage 3d6 4: Boulder falls, attack bonus +10, damage 4d6 5: Slab falls, Reflex DC 15, damage 4d6 + pinned if failed, 2d6 if successful. Pinned characters must make DC 20 Strength or Escape Artist check each round to escape but are immune to falling debris. Free characters may make or assist with Strength checks. If the debris is made of ice, fire spells could remove it, with some risk to the pinned character. 6: Crack opens in floor, Reflex DC 20, no effect if successful, if failed getting free is a full round action for that character or another. You could also have several events occur which effect everyone or anyone. These could be scheduled on certain rounds, at certain locations, or just random: - Falling debris partially blocks passage, to height of 5 feet. Some characters might be able to Jump it. Climbing over is a move-equivalent action. If the debris is made of ice, fire spells could clear it. - A massive crack opens in the floor, blocking the passage. Width depends on what resources your party has to cross it and how good the worst jumper in the party is. - Passage floor has become severly slippery, angled, or littered with debris. Balance checks are required to move - see Balance skill rules. - The floor suddenly shifts. Everyone must make a DC 15 Balance check or fall prone. - An easy Search roll (DC 10) reveals a side room with some valuable-looking treasure (greedy PCs) or a trapped innocent (Good PCs). Getting it or freeing him or her will cause a character to spend at least two extra rounds in the complex. My goal with these ideas is to raise excitement with random damage, allow problem solving with various obstacles, and force difficult decisions for players whose characters are faster/luckier than others. Hope this helps :) Have fun! [/QUOTE]
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