Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Inquiries, Pursuits, and Secret Missions
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="RangerWickett" data-source="post: 7997808" data-attributes="member: 63"><p>When I directed the adventure path ZEITGEIST: The Gears of Revolution, the PCs were law enforcement officers who later acted as secret agents. I tried to make sure each adventure had at least one encounter that was something out of the ordinary for D&D, like maintaining security at a royal visit, battling during a carriage chase, or going undercover on a train to figure out who among the other passengers were members of a conspiracy.</p><p></p><p>It's always possible (and often preferable) to just handle these scenes by role-playing and a bit of dramatic narration. Mechanics can bog things down if they're too complicated. I certainly remember complaints about 4e's skill challenge system (and tons of articles on how to make good skill challenges).</p><p></p><p>I've taken a crack at some new rules for three common types of encounters that I think <em>could</em> benefit from light-touch game mechanics. All of them using a guideline of <strong>Peril Before Failure</strong>. You'll often need to succeed a small number of checks to win the encounter, but one failed die roll doesn't cause you to lose. Instead, a failure increases the risk, and gives you an incentive to bail out and try again later. If you fail a second time, you get the actual bad result: the suspect refuses to talk, the overwhelming force of bad guys catch up to you, or your cover is blown which puts the whole mission at risk.</p><p></p><p>I'd be thrilled if you'd take a moment out of your pandemic to take a look and offer some feedback. Are they a total waste of time, and better handled without rules? Are they <em>too</em> rules-light, calling for dice rolls that don't feel tethered to the narrative of the game? Do you have any suggestions for improving them? Am I too wordy and need to be more concise? Do I need some examples to make it clearer how to use them?</p><p></p><p><strong>Inquiries. </strong>The PCs need to get information out of a suspect or out of a crowd. This requires two successful efforts. First they establish rapport, then they extract the information.</p><p></p><p><strong>Pursuits.</strong> The GM comes up with three 'stages' for the chase to pass through. In each stage, the quarry does something to try to create a challenge, which the pursuer must overcome. Then the PCs try to outpace the other side (either getting away if they're quarry, or closing the distance if they're pursued). The PCs need to outpace twice to win.</p><p></p><p><strong>Secret Missions.</strong> This is where we get complicated. The GM comes up with a number of obstacles (usually 2 to 5). The PCs each can make one effort before the mission to prepare, and then during the mission the party as a whole can make one check to try to overcome each obstacle. (And if they fail a check, that's peril first; they can try again if they want, but usually with dire consequences.)</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7997808, member: 63"] When I directed the adventure path ZEITGEIST: The Gears of Revolution, the PCs were law enforcement officers who later acted as secret agents. I tried to make sure each adventure had at least one encounter that was something out of the ordinary for D&D, like maintaining security at a royal visit, battling during a carriage chase, or going undercover on a train to figure out who among the other passengers were members of a conspiracy. It's always possible (and often preferable) to just handle these scenes by role-playing and a bit of dramatic narration. Mechanics can bog things down if they're too complicated. I certainly remember complaints about 4e's skill challenge system (and tons of articles on how to make good skill challenges). I've taken a crack at some new rules for three common types of encounters that I think [I]could[/I] benefit from light-touch game mechanics. All of them using a guideline of [B]Peril Before Failure[/B]. You'll often need to succeed a small number of checks to win the encounter, but one failed die roll doesn't cause you to lose. Instead, a failure increases the risk, and gives you an incentive to bail out and try again later. If you fail a second time, you get the actual bad result: the suspect refuses to talk, the overwhelming force of bad guys catch up to you, or your cover is blown which puts the whole mission at risk. I'd be thrilled if you'd take a moment out of your pandemic to take a look and offer some feedback. Are they a total waste of time, and better handled without rules? Are they [I]too[/I] rules-light, calling for dice rolls that don't feel tethered to the narrative of the game? Do you have any suggestions for improving them? Am I too wordy and need to be more concise? Do I need some examples to make it clearer how to use them? [B]Inquiries. [/B]The PCs need to get information out of a suspect or out of a crowd. This requires two successful efforts. First they establish rapport, then they extract the information. [B]Pursuits.[/B] The GM comes up with three 'stages' for the chase to pass through. In each stage, the quarry does something to try to create a challenge, which the pursuer must overcome. Then the PCs try to outpace the other side (either getting away if they're quarry, or closing the distance if they're pursued). The PCs need to outpace twice to win. [B]Secret Missions.[/B] This is where we get complicated. The GM comes up with a number of obstacles (usually 2 to 5). The PCs each can make one effort before the mission to prepare, and then during the mission the party as a whole can make one check to try to overcome each obstacle. (And if they fail a check, that's peril first; they can try again if they want, but usually with dire consequences.) Thanks! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Inquiries, Pursuits, and Secret Missions
Top