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General Tabletop Discussion
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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: 7533160" data-attributes="member: 20323"><p>Thanks for the suggestion. <img class="smilie smilie--emoji" loading="lazy" alt="☺️" title="Smiling face :relaxed:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/263a.png" data-shortname=":relaxed:" /> It reminds me of <a href="https://theangrygm.com/exploration-rules/" target="_blank">AngryGM’s exploration</a> musings.</p><p></p><p>Looking it over...there’s a bit of dissonance between the “dungeon exploration turn with roll for complication” & the narrative, at least for me. It’s a climb up a cliff side following a pre-existing route (which makes the otherwise staggeringly difficult climb possible but still perilous). </p><p></p><p>There aren’t rooms/areas to explore. I mean, I could add that...but strapped for time needing to unexpectedly rewrite this part of the adventure. Writing up new area descriptions is just more than I can realistically do before Sunday.</p><p></p><p>The dungeon 150’ per minute movement rate assumes walking carefully, not climbing. It’s seems too fast. Back when I climbed the Currecanti Needle (a 700’ spire in Gunnison, CO) that took several hours to get a group to the peak. The height here (550’) is comparable.</p><p></p><p>Given that there’s a pre-established route, I’d expect a DM-defined series of challenges needing to be overcome as the primary challenge, rather than random complications. But I’m very open to suggestions for interesting complications I can throw in! All I have right now are Strong Winds.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7533160, member: 20323"] Thanks for the suggestion. ☺️ It reminds me of [url=https://theangrygm.com/exploration-rules/]AngryGM’s exploration[/url] musings. Looking it over...there’s a bit of dissonance between the “dungeon exploration turn with roll for complication” & the narrative, at least for me. It’s a climb up a cliff side following a pre-existing route (which makes the otherwise staggeringly difficult climb possible but still perilous). There aren’t rooms/areas to explore. I mean, I could add that...but strapped for time needing to unexpectedly rewrite this part of the adventure. Writing up new area descriptions is just more than I can realistically do before Sunday. The dungeon 150’ per minute movement rate assumes walking carefully, not climbing. It’s seems too fast. Back when I climbed the Currecanti Needle (a 700’ spire in Gunnison, CO) that took several hours to get a group to the peak. The height here (550’) is comparable. Given that there’s a pre-established route, I’d expect a DM-defined series of challenges needing to be overcome as the primary challenge, rather than random complications. But I’m very open to suggestions for interesting complications I can throw in! All I have right now are Strong Winds. [/QUOTE]
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How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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