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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="TaranTheWanderer" data-source="post: 7532583" data-attributes="member: 15882"><p>You should design a reward for completing the task within a specific time frame. Maybe the bird people will offer more help and give more respect if they complete it faster.</p><p></p><p>Then, give them two ways to ascend - and easier longer route where the risk of falling is a minor set-back (represented as 1 or two levels of exhaustion, or loss of HP or spells) but no real chance for succeeding within the deadline because it might take several days (going up a path around the mountain.)</p><p></p><p>The second way is much quicker but deadlier. Harder rolls, higher falls, more risk. Falling is a major set-back but with a chance of succeeding even if they fail the first time because they can climb it in 6-12 hours. (following a multi-pitch climbing route)</p><p></p><p>In this scenario, falling doesn't represent character death, it represents a serious set-back. IF the character loses all their HPs, they are not dead but unconscious and now they have to carry them or wait for him to wake up, the character has broken a leg and is at 1/2 movement or has broken an arm and some of the challenges require the other PCs to haul the PC up etc...The injured player has mechanical penalties that last days (this is homebrew now, obviously). And having to start over will be even harder because that storm is setting in and the winds are getting high and the rock is getting wet.</p><p></p><p>If you give the players two options, they can choose the easy way and you can hand-wave the journey and dealing with the NPCs will become the harder challenge. If they choose the difficult way, the reap the benefit at the end.</p><p></p><p>The important thing is the players choose whether they want this to a challenge that takes centre stage.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7532583, member: 15882"] You should design a reward for completing the task within a specific time frame. Maybe the bird people will offer more help and give more respect if they complete it faster. Then, give them two ways to ascend - and easier longer route where the risk of falling is a minor set-back (represented as 1 or two levels of exhaustion, or loss of HP or spells) but no real chance for succeeding within the deadline because it might take several days (going up a path around the mountain.) The second way is much quicker but deadlier. Harder rolls, higher falls, more risk. Falling is a major set-back but with a chance of succeeding even if they fail the first time because they can climb it in 6-12 hours. (following a multi-pitch climbing route) In this scenario, falling doesn't represent character death, it represents a serious set-back. IF the character loses all their HPs, they are not dead but unconscious and now they have to carry them or wait for him to wake up, the character has broken a leg and is at 1/2 movement or has broken an arm and some of the challenges require the other PCs to haul the PC up etc...The injured player has mechanical penalties that last days (this is homebrew now, obviously). And having to start over will be even harder because that storm is setting in and the winds are getting high and the rock is getting wet. If you give the players two options, they can choose the easy way and you can hand-wave the journey and dealing with the NPCs will become the harder challenge. If they choose the difficult way, the reap the benefit at the end. The important thing is the players choose whether they want this to a challenge that takes centre stage. [/QUOTE]
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How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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