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General Tabletop Discussion
*Dungeons & Dragons
Game: creative solutions to common obstacles.
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<blockquote data-quote="77IM" data-source="post: 7597542" data-attributes="member: 12377"><p><strong>Problem:</strong> A locked, iron-banded wooden door. (Aside: I honestly hate when locked doors have a DC, but no consequence for failure...)</p><p></p><p><strong>Strength:</strong> Bash the door down. <em>Failure:</em> 1d6 bludgeoning damage, plus a fairly loud noise.</p><p></p><p><strong>Dexterity (thieves' tools):</strong> Pick the lock. <em>Failure:</em> The first attempt takes 1 action; the next takes 1d4 minutes; each additional takes 2d4 hours. Yes, hours. Locks are tricky. Everybody get a cup of coffee.</p><p></p><p><strong>Constitution (carpenter's tools):</strong> Using a hatchet, pry bar, or similar improvised tool, you gradually wear the door down over the course of 10 minutes. <em>Failure:</em> If you spend another 10 minutes, you succeed automatically, but you get a level of exhaustion. (Aside: I don't know why this contest disallows Con checks, that seems like a weird restriction.)</p><p></p><p><strong>Intelligence (alchemist's tools):</strong> You pour acid on the lock. <em>Failure:</em> You use up the vial of acid.</p><p></p><p><strong>Wisdom (Survival):</strong> You set a small fire beneath the door, burning it down in about 1 minute. <em>Failure:</em> You make a lot of smoke. I mean a lot. Really, quite a bit. If you let it keep burning, it will burn down in another 2d4 minutes, but with even more smoke. You probably ought to do something about all that smoke.</p><p></p><p><strong>Charisma (Intimidation):</strong> The door is a mimic, and you threaten it into opening. <em>Failure:</em> Roll initiative!</p></blockquote><p></p>
[QUOTE="77IM, post: 7597542, member: 12377"] [B]Problem:[/B] A locked, iron-banded wooden door. (Aside: I honestly hate when locked doors have a DC, but no consequence for failure...) [B]Strength:[/B] Bash the door down. [I]Failure:[/I] 1d6 bludgeoning damage, plus a fairly loud noise. [B]Dexterity (thieves' tools):[/B] Pick the lock. [I]Failure:[/I] The first attempt takes 1 action; the next takes 1d4 minutes; each additional takes 2d4 hours. Yes, hours. Locks are tricky. Everybody get a cup of coffee. [B]Constitution (carpenter's tools):[/B] Using a hatchet, pry bar, or similar improvised tool, you gradually wear the door down over the course of 10 minutes. [I]Failure:[/I] If you spend another 10 minutes, you succeed automatically, but you get a level of exhaustion. (Aside: I don't know why this contest disallows Con checks, that seems like a weird restriction.) [B]Intelligence (alchemist's tools):[/B] You pour acid on the lock. [I]Failure:[/I] You use up the vial of acid. [B]Wisdom (Survival):[/B] You set a small fire beneath the door, burning it down in about 1 minute. [I]Failure:[/I] You make a lot of smoke. I mean a lot. Really, quite a bit. If you let it keep burning, it will burn down in another 2d4 minutes, but with even more smoke. You probably ought to do something about all that smoke. [B]Charisma (Intimidation):[/B] The door is a mimic, and you threaten it into opening. [I]Failure:[/I] Roll initiative! [/QUOTE]
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