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General Tabletop Discussion
*Dungeons & Dragons
How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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<blockquote data-quote="Quickleaf" data-source="post: 7532555" data-attributes="member: 20323"><p>Thanks for your insights! So, I definitely am not looking to make this a dice-rolling smorgasbord; 18 check would be an absurd exercise in "when do I fail?", and it's evident the adventure writers realized that too, which is why they wrote the ascent as just 3 checks. However, their design kind of neuters the tension of the ascent.</p><p></p><p>Yep, my players have established a moving anchor-and-rope system as standard operating procedure in these kinds of situations. Party is equipped with a bunch of pitons (stays) & five lengths of 50' rope. Grung Druid PC has climb speed and can transform into an ape with climb speed that can carry another character up on her back (so long as climb doesn't exceed 3 hours – max time limit on her wild shape – no problem). The rest use rope system. I'm thinking of this anchor system as the last line of defense – it's the backup if they can't react to the fall in another way before the stay catches.</p><p></p><p>Actually, combining what you're saying with [MENTION=6688277]Sadras[/MENTION]' idea, the loss of pitons/rope could be a consequence of certain failed checks.</p><p></p><p>I deliberately want to avoid combat or the risk of it as a time pressure (because pacing reasons & several players leap into combat if a situation smells like a fight & aarakocra would sound alarm and launch counter-offensive), however as [MENTION=21843]Dioltach[/MENTION] mentioned I could do something with inclement weather. Generally speaking, the situation as presented is a roughly 1-2 long difficult/technical climb, no external pressures.</p><p></p><p>I'll be tracking their progress on a <a href="https://prints.mikeschley.com/img/s/v-3/p2665164072-3.jpg" target="_blank">map of Kir Sabal</a> which I'm printing at 18" x 32" and mounting to foam core, creating backing so it stands up at the table, and cutting little slits along the walkways and sticking/adhering cardboard through to simulate the walkways. Players will move their minis along these walkways. And I have some invisible flight stands we can use for stuff that doesn't fit the mold.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7532555, member: 20323"] Thanks for your insights! So, I definitely am not looking to make this a dice-rolling smorgasbord; 18 check would be an absurd exercise in "when do I fail?", and it's evident the adventure writers realized that too, which is why they wrote the ascent as just 3 checks. However, their design kind of neuters the tension of the ascent. Yep, my players have established a moving anchor-and-rope system as standard operating procedure in these kinds of situations. Party is equipped with a bunch of pitons (stays) & five lengths of 50' rope. Grung Druid PC has climb speed and can transform into an ape with climb speed that can carry another character up on her back (so long as climb doesn't exceed 3 hours – max time limit on her wild shape – no problem). The rest use rope system. I'm thinking of this anchor system as the last line of defense – it's the backup if they can't react to the fall in another way before the stay catches. Actually, combining what you're saying with [MENTION=6688277]Sadras[/MENTION]' idea, the loss of pitons/rope could be a consequence of certain failed checks. I deliberately want to avoid combat or the risk of it as a time pressure (because pacing reasons & several players leap into combat if a situation smells like a fight & aarakocra would sound alarm and launch counter-offensive), however as [MENTION=21843]Dioltach[/MENTION] mentioned I could do something with inclement weather. Generally speaking, the situation as presented is a roughly 1-2 long difficult/technical climb, no external pressures. I'll be tracking their progress on a [url=https://prints.mikeschley.com/img/s/v-3/p2665164072-3.jpg]map of Kir Sabal[/url] which I'm printing at 18" x 32" and mounting to foam core, creating backing so it stands up at the table, and cutting little slits along the walkways and sticking/adhering cardboard through to simulate the walkways. Players will move their minis along these walkways. And I have some invisible flight stands we can use for stuff that doesn't fit the mold. [/QUOTE]
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How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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