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How to make a maze work?
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<blockquote data-quote="Cabled" data-source="post: 3962159" data-attributes="member: 23297"><p>This is how I've been doing them for awhile now too, and it works out well enough. I don't even map the maze as DM, I just note on my map there's a maze in that area. I generate 4 or 5 encounters that will be found if the Survival skill checks are bad...usually ramping up in difficulty so the longer you're in the maze, the more dangerous things get. I usually also come up with a couple neat "finds" or maybe landmarks that will give a bonus to future rolls if they're discovered, to give the party if they roll very well on a check. </p><p></p><p>I determine beforehand how many successful checks will be needed to navigate the maze, I guess you could view it as sort of a DC for the whole maze itself. If the players state they're actually mapping the area, I just add a couple more successful checks to the total, but on return trips the party won't need to check at all anymore. Unless my devious mind has built a maze with changing geography, in which case my players throw things at me. There are all manner of things to alter this basic formula...look to the section in the DMG that discusses changing the DC vs. imposing a skill check penalty and apply the same. Situations that force the party to be less careful, such as being chased or being on a time limit, cause a penalty to the skill checks. Things that change the maze itself, such as moving walls, change the DC (in this case altering the number of successes needed to escape the maze)</p><p></p><p>As an example, I sometimes include a lever that can be located with a very good Survival check that if pulled will move some walls to actually make moving through the maze easier, reducing the number of successes by a couple. If that results in them suddenly having enough successful checks, the shifting walls reveal the exit ahead of them, and that's exactly how I describe it. Of course, the lever could also drop a 10 ton block on someone, but that's what trapfinding and stonecunning are for.</p></blockquote><p></p>
[QUOTE="Cabled, post: 3962159, member: 23297"] This is how I've been doing them for awhile now too, and it works out well enough. I don't even map the maze as DM, I just note on my map there's a maze in that area. I generate 4 or 5 encounters that will be found if the Survival skill checks are bad...usually ramping up in difficulty so the longer you're in the maze, the more dangerous things get. I usually also come up with a couple neat "finds" or maybe landmarks that will give a bonus to future rolls if they're discovered, to give the party if they roll very well on a check. I determine beforehand how many successful checks will be needed to navigate the maze, I guess you could view it as sort of a DC for the whole maze itself. If the players state they're actually mapping the area, I just add a couple more successful checks to the total, but on return trips the party won't need to check at all anymore. Unless my devious mind has built a maze with changing geography, in which case my players throw things at me. There are all manner of things to alter this basic formula...look to the section in the DMG that discusses changing the DC vs. imposing a skill check penalty and apply the same. Situations that force the party to be less careful, such as being chased or being on a time limit, cause a penalty to the skill checks. Things that change the maze itself, such as moving walls, change the DC (in this case altering the number of successes needed to escape the maze) As an example, I sometimes include a lever that can be located with a very good Survival check that if pulled will move some walls to actually make moving through the maze easier, reducing the number of successes by a couple. If that results in them suddenly having enough successful checks, the shifting walls reveal the exit ahead of them, and that's exactly how I describe it. Of course, the lever could also drop a 10 ton block on someone, but that's what trapfinding and stonecunning are for. [/QUOTE]
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