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Gradually alerting the Dungeon
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<blockquote data-quote="Saeviomagy" data-source="post: 5384232" data-attributes="member: 5890"><p>How I would see it working:</p><p></p><p>The counter stack is made public: the players can see the pile and how many counters are on it, and are aware of the effects of the counters.</p><p></p><p>In a dungeon situation, one would need to actually track the DCs required for monsters to hear what's going on in the next room, set DC increases for doors, hallways etc. You could map out an entire dungeon with perception "costs" for each space.</p><p></p><p>As a default, the boss (or any other point of interest) wouldn't be particularly heavily guarded. He's not just standing in the altar room surrounded by goons all day.</p><p></p><p>The monsters would get the bonuses to their out-of-combat perception and insight scores.</p><p></p><p>This is all assuming that the dungeon denizens are somewhat friendly with each other: they're going to notice when the little old troglodyte down the hall stops answering the door and lets their mail pile up...</p><p></p><p>The idea is that stocking a dungeon with individually easier challenges, then using this system would lead to a more dynamic dungeon, and possibly even out the time-to-play between combat-heavy groups and stealth/diplomacy/cunning plan groups. s/d/c groups will take more time planning and executing their plans, and will have easier faster combats. Combat heavy groups will not spend so much time planning/executing, but will in turn get tougher and longer fights.</p><p></p><p>As for how to apply it in a city: again, it would be used to make a city that reacts more organically. The counter stack would be public, and represent a general awareness around town that something is up, which gradually would tend towards descriptions of the PCs and awareness of their goals.</p><p></p><p>For the city scenario, the streetwise skill probably needs some fleshing out: at present the possibility that your streetwise check attracts notice is assumed to be wholly controlled by the DM. In the counter system, that probably shouldn't be the case.</p><p></p><p>Either scenario should have some way to cool-off. Leaving the locale for a while, pulling off elaborate hoaxes (faking your own deaths!) and the like would all be possibilities.</p><p></p><p>I think what you gain is the idea that the PCs might need to do these things that are tangential to, but tightly related to their goals.</p><p></p><p>Now, there are some games where this sort of stuff isn't needed. I guess where it would come home heaviest is in games where the PCs are too used to the idea that a dungeon is a series of interconnected rooms with no interaction between each other.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5384232, member: 5890"] How I would see it working: The counter stack is made public: the players can see the pile and how many counters are on it, and are aware of the effects of the counters. In a dungeon situation, one would need to actually track the DCs required for monsters to hear what's going on in the next room, set DC increases for doors, hallways etc. You could map out an entire dungeon with perception "costs" for each space. As a default, the boss (or any other point of interest) wouldn't be particularly heavily guarded. He's not just standing in the altar room surrounded by goons all day. The monsters would get the bonuses to their out-of-combat perception and insight scores. This is all assuming that the dungeon denizens are somewhat friendly with each other: they're going to notice when the little old troglodyte down the hall stops answering the door and lets their mail pile up... The idea is that stocking a dungeon with individually easier challenges, then using this system would lead to a more dynamic dungeon, and possibly even out the time-to-play between combat-heavy groups and stealth/diplomacy/cunning plan groups. s/d/c groups will take more time planning and executing their plans, and will have easier faster combats. Combat heavy groups will not spend so much time planning/executing, but will in turn get tougher and longer fights. As for how to apply it in a city: again, it would be used to make a city that reacts more organically. The counter stack would be public, and represent a general awareness around town that something is up, which gradually would tend towards descriptions of the PCs and awareness of their goals. For the city scenario, the streetwise skill probably needs some fleshing out: at present the possibility that your streetwise check attracts notice is assumed to be wholly controlled by the DM. In the counter system, that probably shouldn't be the case. Either scenario should have some way to cool-off. Leaving the locale for a while, pulling off elaborate hoaxes (faking your own deaths!) and the like would all be possibilities. I think what you gain is the idea that the PCs might need to do these things that are tangential to, but tightly related to their goals. Now, there are some games where this sort of stuff isn't needed. I guess where it would come home heaviest is in games where the PCs are too used to the idea that a dungeon is a series of interconnected rooms with no interaction between each other. [/QUOTE]
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