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General Tabletop Discussion
*Dungeons & Dragons
Levels 1-4 are "Training Wheels?"
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<blockquote data-quote="Monayuris" data-source="post: 8514602" data-attributes="member: 6859536"><p>Yeah the 5E DMG has the same guidance as the 4E pg 42. It is just hidden in the traps section. It will give you typical DC's, attack bonuses, and damage for traps of various danger levels. Just apply them to the situation.</p><p></p><p>Look at the conditions and apply them as warranted. In your specific example I believe there is precedent in how caltrops work (check their description). You could do something similar, the area requires a DC XX Dexterity or fall prone, if you move at half rate you can avoid the check.</p><p></p><p>Look at a certain spells that create effects that match what is happening in fiction. In your example, perhaps you can use the effects of Grease or find similar spell that creates the same effect. When in doubt, you can always fall back to granting Advantage or Disadvantage on actions.</p><p></p><p>The most important thing about making these rulings is to provide clear and logical consequences to the players. If your rulings are sensical and clear you can't be cheating. The second most important thing is to make these rulings comparable to just attacking and doing damage.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8514602, member: 6859536"] Yeah the 5E DMG has the same guidance as the 4E pg 42. It is just hidden in the traps section. It will give you typical DC's, attack bonuses, and damage for traps of various danger levels. Just apply them to the situation. Look at the conditions and apply them as warranted. In your specific example I believe there is precedent in how caltrops work (check their description). You could do something similar, the area requires a DC XX Dexterity or fall prone, if you move at half rate you can avoid the check. Look at a certain spells that create effects that match what is happening in fiction. In your example, perhaps you can use the effects of Grease or find similar spell that creates the same effect. When in doubt, you can always fall back to granting Advantage or Disadvantage on actions. The most important thing about making these rulings is to provide clear and logical consequences to the players. If your rulings are sensical and clear you can't be cheating. The second most important thing is to make these rulings comparable to just attacking and doing damage. [/QUOTE]
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Levels 1-4 are "Training Wheels?"
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