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HR: How to opening locks and beating down doors
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6321725" data-attributes="member: 20805"><p>Currently the rules for taking an actions like 'open lock', 'find trap', 'craft item', 'complete ritual' are binary expressions. Beat the DC and your action is a success. There are plenty of stories in which the hero is in danger because they have to move quickly and a simple lock might slow them down. Countdown pools are used to create uncertain timelines, but they are not generally linked to skill checks.</p><p></p><p> My idea is to link countdown mechanics into the resolution of non-combat skill checks in order to put in an unknown amount of delay into the process. Leave things like bashing doors down to structure and hit points, but shift lock picking and digging tunnels into this new paradigm. </p><p></p><p>The basic concept is that a successful skill check triggers a roll of a countdown pool {once per round}, the size of the pool determines how time consuming the task is.</p><p></p><p> The basic DC starts at 16, but you can increase the DC to make the countdown Medium {DC 21, countdown on 5-6} or fast {DC 25, countdown on 4-6} or blitz {DC 29, countdown on 3-6} or Plaid {DC 33, countdown on 2-6}</p><p></p><p>Picking locks (AGI, requires tools, requires training)</p><p> - This skill is measured in rounds, with one countdown roll each round</p><p> - Give locks a rating starting with 1, increase by 2 for each level of quality. This rating is the number of dice their countdown pool starts with.</p><p> - Lock countdown pools reset if the thief fails a skill check or takes a break</p><p> - very secure doors might have multiple locks. The thief can choose to attack them alone or in groups, adding the countdown pools together.</p><p></p><p>Digging a tunnel (STR, requires tools)</p><p> - this skill is measured in minutes, with one countdown roll each minute</p><p> - The countdown pool has 1 die for each foot of depth of the tunnel, for ease its recommended to dig in 5' segments. </p><p> - digging a tunnel in dirt is actually harder, as you have to prop up the tunnel as you go, so add 1 die to the countdown pool when tunnelling in dirt</p><p> - The countdown pool does not reset, altho a cave in might refresh the pool <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p> Breaking down a door:</p><p> - use the Structure and SOAK rules for this action</p><p></p><p>Crafting: {unsure about the economy of this.. please don't use this portion as a reason to not consider the rest of it!}</p><p> - this skill is measured in days, with one countdown roll each day</p><p> - Give item a rating starting based on the MP cost as shown in the Create spell list {page 146). Note the GC value of the row above this starting rating as 'GC Increment'</p><p> - increase the rating by 2 for each level of quality. This rating is the number of dice their countdown pool starts with.</p><p> - each time the countdown pool is eliminated, pay up to the 'GC Increment' into the project. If the project's GC value exceeds the value of the item being built, you are done!</p><p></p><p> example: Longsword has a GC value of 25. The starting rating is 2 and the GC increment is 10. To make a good, sellable sword it might take a week or more, but an expert blacksmith could reliably make one in two days.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6321725, member: 20805"] Currently the rules for taking an actions like 'open lock', 'find trap', 'craft item', 'complete ritual' are binary expressions. Beat the DC and your action is a success. There are plenty of stories in which the hero is in danger because they have to move quickly and a simple lock might slow them down. Countdown pools are used to create uncertain timelines, but they are not generally linked to skill checks. My idea is to link countdown mechanics into the resolution of non-combat skill checks in order to put in an unknown amount of delay into the process. Leave things like bashing doors down to structure and hit points, but shift lock picking and digging tunnels into this new paradigm. The basic concept is that a successful skill check triggers a roll of a countdown pool {once per round}, the size of the pool determines how time consuming the task is. The basic DC starts at 16, but you can increase the DC to make the countdown Medium {DC 21, countdown on 5-6} or fast {DC 25, countdown on 4-6} or blitz {DC 29, countdown on 3-6} or Plaid {DC 33, countdown on 2-6} Picking locks (AGI, requires tools, requires training) - This skill is measured in rounds, with one countdown roll each round - Give locks a rating starting with 1, increase by 2 for each level of quality. This rating is the number of dice their countdown pool starts with. - Lock countdown pools reset if the thief fails a skill check or takes a break - very secure doors might have multiple locks. The thief can choose to attack them alone or in groups, adding the countdown pools together. Digging a tunnel (STR, requires tools) - this skill is measured in minutes, with one countdown roll each minute - The countdown pool has 1 die for each foot of depth of the tunnel, for ease its recommended to dig in 5' segments. - digging a tunnel in dirt is actually harder, as you have to prop up the tunnel as you go, so add 1 die to the countdown pool when tunnelling in dirt - The countdown pool does not reset, altho a cave in might refresh the pool :uhoh: Breaking down a door: - use the Structure and SOAK rules for this action Crafting: {unsure about the economy of this.. please don't use this portion as a reason to not consider the rest of it!} - this skill is measured in days, with one countdown roll each day - Give item a rating starting based on the MP cost as shown in the Create spell list {page 146). Note the GC value of the row above this starting rating as 'GC Increment' - increase the rating by 2 for each level of quality. This rating is the number of dice their countdown pool starts with. - each time the countdown pool is eliminated, pay up to the 'GC Increment' into the project. If the project's GC value exceeds the value of the item being built, you are done! example: Longsword has a GC value of 25. The starting rating is 2 and the GC increment is 10. To make a good, sellable sword it might take a week or more, but an expert blacksmith could reliably make one in two days. [/QUOTE]
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