Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How Would You Run This? (Multiple Saves)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charlaquin" data-source="post: 8147108" data-attributes="member: 6779196"><p>When the something or other shakes the bridge, I would describe what is happening from the PCs perspective, and then ask for their actions, e.g. “a powerful wind blows past, causing the bridge to sway violently and threatening to knock you off. What do you do?” Based on the actions the players describe, I’d call for checks or saves as appropriate. The DC 10 Dex save is a good suggestion and gives me an idea of the baseline difficulty the adventure writer had in mind, but ultimately I’m going to call for whatever makes sense based on the characters’ described actions.</p><p></p><p>After the players make their checks, I’d narrate the results. In your example it sounds like one player failed their save. If falling and taking damage is the consequence for failure on that save, the consequence should be part of the narrated result. By narrating "you fall off the rope bridge and plunge into the chasm” and waiting for your players to respond rather than saying, “ "you fall off the rope bridge and plunge into the chasm, taking (roll result) damage from the fall,” you have implicitly invited the players to respond with new actions, so of course one or more players would suggest trying to save Bob from falling by catching him.</p><p></p><p>Now, assuming I had made this same mistake, I would honor the narrative this action declaration had established and resolve the new action. It seems to me like something that could fail and has a clear consequence for failing. Whether or not it could succeed seems a bit more dubious, but the fact that I even offered an opportunity to respond (even if unintentionally) really seems like it’s establishing the possibility that someone might be able to do something in time to save him. So I would probably call for a Dexterity check to resolve the uncertainty here (I allow my players to determine if one of their proficiencies apply, so no need to specify a skill.) This seems like a hard thing to pull off, so I would give it a Hard difficulty - DC 20. The consequence for failure would of course be that Bob falls beyond the other characters’ reach, taking the appropriate amount of damage for the fall.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8147108, member: 6779196"] When the something or other shakes the bridge, I would describe what is happening from the PCs perspective, and then ask for their actions, e.g. “a powerful wind blows past, causing the bridge to sway violently and threatening to knock you off. What do you do?” Based on the actions the players describe, I’d call for checks or saves as appropriate. The DC 10 Dex save is a good suggestion and gives me an idea of the baseline difficulty the adventure writer had in mind, but ultimately I’m going to call for whatever makes sense based on the characters’ described actions. After the players make their checks, I’d narrate the results. In your example it sounds like one player failed their save. If falling and taking damage is the consequence for failure on that save, the consequence should be part of the narrated result. By narrating "you fall off the rope bridge and plunge into the chasm” and waiting for your players to respond rather than saying, “ "you fall off the rope bridge and plunge into the chasm, taking (roll result) damage from the fall,” you have implicitly invited the players to respond with new actions, so of course one or more players would suggest trying to save Bob from falling by catching him. Now, assuming I had made this same mistake, I would honor the narrative this action declaration had established and resolve the new action. It seems to me like something that could fail and has a clear consequence for failing. Whether or not it could succeed seems a bit more dubious, but the fact that I even offered an opportunity to respond (even if unintentionally) really seems like it’s establishing the possibility that someone might be able to do something in time to save him. So I would probably call for a Dexterity check to resolve the uncertainty here (I allow my players to determine if one of their proficiencies apply, so no need to specify a skill.) This seems like a hard thing to pull off, so I would give it a Hard difficulty - DC 20. The consequence for failure would of course be that Bob falls beyond the other characters’ reach, taking the appropriate amount of damage for the fall. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Would You Run This? (Multiple Saves)
Top