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Community
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: 7533252" data-attributes="member: 20323"><p>Just finished the poster-map we're using for the session. Printed 18x32 and mounted on foam core. Walkways from reused cardboard, adhered with blue sticky stuff. Miniatures are mockups to ensure it can hold their weight.</p><p></p><p><img src="https://i.imgur.com/J3CqXcD.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Here's the original text from <em>Tomb of Annihilation</em> for the curious. I've also updated the OP with this. This is what I'm working from & trying to change.</p><p></p><p>[SBLOCK=Original Text from Tomb of Annihilation (and my commentary in red)]To reach the monastery from the ground, a character must make three ability checks. Each time a check fails, the character must choose between either taking 10 (3d6) bludgeoning damage from a fall or gaining 1 level of exhaustion (which means disadvantage on further ability checks). <span style="color: #FF0000">For my party, this would be a non-choice – take the damage, get healed by druid, enjoy the long rest at top, no way would anyone choose exhaustion.</span> The three ability checks are as follows:</p><p>• A DC 15 Strength (Athletics) check to climb around gaps in the walkway.</p><p>• A DC 15 Dexterity (Acrobatics) check to cross wide gaps in the wooden walkways by jumping along oddly spaced support beams.</p><p>• A DC 15 Wisdom (Perception) check to spot rotted planking that won't support weight.</p><p></p><p>The climb takes 1 hour, plus 10 minutes for every failed ability check. Unless characters make the climb invisibly, at night, or during a rainstorm, it's impossible to reach the monastery without the aarakocra knowing they're coming.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7533252, member: 20323"] Just finished the poster-map we're using for the session. Printed 18x32 and mounted on foam core. Walkways from reused cardboard, adhered with blue sticky stuff. Miniatures are mockups to ensure it can hold their weight. [img]https://i.imgur.com/J3CqXcD.jpg[/img] Here's the original text from [I]Tomb of Annihilation[/I] for the curious. I've also updated the OP with this. This is what I'm working from & trying to change. [SBLOCK=Original Text from Tomb of Annihilation (and my commentary in red)]To reach the monastery from the ground, a character must make three ability checks. Each time a check fails, the character must choose between either taking 10 (3d6) bludgeoning damage from a fall or gaining 1 level of exhaustion (which means disadvantage on further ability checks). [COLOR="#FF0000"]For my party, this would be a non-choice – take the damage, get healed by druid, enjoy the long rest at top, no way would anyone choose exhaustion.[/COLOR] The three ability checks are as follows: • A DC 15 Strength (Athletics) check to climb around gaps in the walkway. • A DC 15 Dexterity (Acrobatics) check to cross wide gaps in the wooden walkways by jumping along oddly spaced support beams. • A DC 15 Wisdom (Perception) check to spot rotted planking that won't support weight. The climb takes 1 hour, plus 10 minutes for every failed ability check. Unless characters make the climb invisibly, at night, or during a rainstorm, it's impossible to reach the monastery without the aarakocra knowing they're coming.[/SBLOCK] [/QUOTE]
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Community
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How to make an encounter with falling great distances interesting and dangerous, but not deadly?
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