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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
PEACH: 4e epic solo
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<blockquote data-quote="666Sinner666" data-source="post: 5478265" data-attributes="member: 75824"><p>I really like the idea of making it a trap in lieu of a monster. With your more detailed description it really makes great sense. Depending on how its done it could either be more fun than beating it to death or more boring that beating it to death.</p><p> </p><p>As a trap you could create different zones that inflict different conditions that change as the players progress through the trap, in meneme's suggestion destoying hearts for example. Starting off with things like restraining and slowing then moving up to dazing and inflicting damage and ongoing damage with aftereffects and worse conditions for failed saves. You could even keep the idea of not allowing players to teleport in the combat due to the constantly growing and writhing vines so they have to slog through it.</p><p> </p><p></p><p>A more detailed concept borrowing the hearts idea:</p><ul> <li data-xf-list-type="ul">The entire battlemat is Biovare. A writhing intelligent plant monster who is continually consuming the world around her. There is no fleeing only sucess or death.</li> <li data-xf-list-type="ul">Biovare has 4 hearts each placed around the battlemat at least 10 squares apart.</li> <li data-xf-list-type="ul">Each heart has 250hp and resist 15 all.</li> <li data-xf-list-type="ul">A player may make a perception check as a minor action at the start of their turn and a success results in a bonus to their next athletics, endurance, or acrobatics check.</li> <li data-xf-list-type="ul">While all 4 hearts are present each player at the start of their turn must make either an endurance, athletics, or acrobatics check to move on their turn no more than 5 squares per action. On a failed check the player is restrained save ends, aftereffect the player is slowed until the end of their turn.</li> <li data-xf-list-type="ul">When the first heart is destoryed the remaining three hearts pulse violently and the vines grow more rapidly. Anyone currently restrained takes ongoing X damage and is dazed save ends all. For those not currently restrained the battlemat is now difficult terrain. Moving three or more squares on a turn now requires an endurance, athletics, or arcobatics checks. Failure and the PC is prone and restrined save ends. While restrained the PC takes X damage at the start of their turn. Aftereffect the player is dazed until the end of their turn.</li> <li data-xf-list-type="ul">When only two hearts remain the vines are no longer just trying to keep you away from the hearts but attacking you as well. Any player that is prone and restrained when the second heart is destroyed is now stunned, restrained, and ongoing X damage save ends. Aftereffect: They are now dazed until the end of thier turn. At the start of each players turn the vines whip and lash violently at the player causing X damage. Moving is now even more dangerous. For each new square a player moves into they take X damage and any square beyond the second requires an athletics, edurance, or acrobatics check. Failure results in the player falling prone and becoming restrained and stunned save ends with a -X to save. In addition the player now takes X additional damage at the start of their turn. If the player fails their first saving throw they are now so hopelessly engulfed in vines that another player must now help them by spending a standard action while adjacent to the player. Doing so allows the player being helped to make a save, with no negatives, to escape.</li> <li data-xf-list-type="ul">When only one heart remains all of the above for when two hearts remained is still in effect. In addition checks are now made with a -X and saves are made with a -X. Also, at the start of every players turn a Biovare minion is placed within burst 5 of the last heart with a maximum of 4 minions at any one time. Any player attempting to move more than two square while withing burst 5 of the last heart is now subject to a +X vs reflex attack that pulls the player 3 squares, prone, and grabbed save ends. If the player fails their first saving throw they are now so hopelessly engulfed in vines that another player must now help them by spending a standard action while adjacent to the player. Doing so allows the player being helped to make a save, with negatives, to escape. If the player fails a second time they are now stunned and require a heal check to save with a -X. (Essentially they are petrified but no damage resistance or ritual requirement.)</li> </ul><p>It's pretty rough but thats how I would envision it working as a trap.</p></blockquote><p></p>
[QUOTE="666Sinner666, post: 5478265, member: 75824"] I really like the idea of making it a trap in lieu of a monster. With your more detailed description it really makes great sense. Depending on how its done it could either be more fun than beating it to death or more boring that beating it to death. As a trap you could create different zones that inflict different conditions that change as the players progress through the trap, in meneme's suggestion destoying hearts for example. Starting off with things like restraining and slowing then moving up to dazing and inflicting damage and ongoing damage with aftereffects and worse conditions for failed saves. You could even keep the idea of not allowing players to teleport in the combat due to the constantly growing and writhing vines so they have to slog through it. A more detailed concept borrowing the hearts idea: [LIST] [*]The entire battlemat is Biovare. A writhing intelligent plant monster who is continually consuming the world around her. There is no fleeing only sucess or death. [*]Biovare has 4 hearts each placed around the battlemat at least 10 squares apart. [*]Each heart has 250hp and resist 15 all. [*]A player may make a perception check as a minor action at the start of their turn and a success results in a bonus to their next athletics, endurance, or acrobatics check. [*]While all 4 hearts are present each player at the start of their turn must make either an endurance, athletics, or acrobatics check to move on their turn no more than 5 squares per action. On a failed check the player is restrained save ends, aftereffect the player is slowed until the end of their turn. [*]When the first heart is destoryed the remaining three hearts pulse violently and the vines grow more rapidly. Anyone currently restrained takes ongoing X damage and is dazed save ends all. For those not currently restrained the battlemat is now difficult terrain. Moving three or more squares on a turn now requires an endurance, athletics, or arcobatics checks. Failure and the PC is prone and restrined save ends. While restrained the PC takes X damage at the start of their turn. Aftereffect the player is dazed until the end of their turn. [*]When only two hearts remain the vines are no longer just trying to keep you away from the hearts but attacking you as well. Any player that is prone and restrained when the second heart is destroyed is now stunned, restrained, and ongoing X damage save ends. Aftereffect: They are now dazed until the end of thier turn. At the start of each players turn the vines whip and lash violently at the player causing X damage. Moving is now even more dangerous. For each new square a player moves into they take X damage and any square beyond the second requires an athletics, edurance, or acrobatics check. Failure results in the player falling prone and becoming restrained and stunned save ends with a -X to save. In addition the player now takes X additional damage at the start of their turn. If the player fails their first saving throw they are now so hopelessly engulfed in vines that another player must now help them by spending a standard action while adjacent to the player. Doing so allows the player being helped to make a save, with no negatives, to escape. [*]When only one heart remains all of the above for when two hearts remained is still in effect. In addition checks are now made with a -X and saves are made with a -X. Also, at the start of every players turn a Biovare minion is placed within burst 5 of the last heart with a maximum of 4 minions at any one time. Any player attempting to move more than two square while withing burst 5 of the last heart is now subject to a +X vs reflex attack that pulls the player 3 squares, prone, and grabbed save ends. If the player fails their first saving throw they are now so hopelessly engulfed in vines that another player must now help them by spending a standard action while adjacent to the player. Doing so allows the player being helped to make a save, with negatives, to escape. If the player fails a second time they are now stunned and require a heal check to save with a -X. (Essentially they are petrified but no damage resistance or ritual requirement.) [/LIST]It's pretty rough but thats how I would envision it working as a trap. [/QUOTE]
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