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
*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
*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
*TTRPGs General
Plug my hole! (my players stay out!)
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="Azrael Nightstar" data-source="post: 3675408" data-attributes="member: 50803"><p>I was thinking of this partly (or even primarily) as a roleplay-oriented tactic, and of course its success on that account depends on your group. The "unpleasantness factor" wouldn't bear much on the players, but the characters wouldn't want to arrive on a new plane every few hours feeling like they'd just been worked over with a 9 iron (to use the "travel is painful" example). Also, don't forget about the various other ways to make it unpleasant for the characters, assuming this sort of thing will work with your players. If not, it's probably not a good option (on that note, see below re: carborundum's suggestion)</p><p></p><p></p><p></p><p>I was actually thinking MUCH lower if it's a flat chance, so that Bob the Fighter can be told "there's a risk to it, but it's very low. Well worth it for our cause, don't you think?" The risk could be further diminished if it applies per <strong>portal</strong> rather than per <strong>traveller</strong>; if poor Bob finds himself in the 475th Abyss, he can at least be reassured the PCs and the other travellers will be there too, and they'll all get back together.</p><p></p><p>I'd also suggest much lower if it's a cumulative chance, say 1 in 1000 to start, but make the growth <em>exponential</em>. The 2nd trip the PCs make to the Caretaker's realm their chances are 2/1000, then 4, 8, 16, 32... This makes travelling to the plane more than absolutely necessary VERY unappealing after only a handful of trips, but for the henchman only making 3 or 4 translations, the chance is pretty miniscule.</p><p></p><p>Another option with this method is to set a <em>threshold</em>. No risk at all until you've gone back and forth 3 times; then you're taking your life in your hands. No risk <em>at all</em> for the new hire, but the PCs have a real good reason to limit themselves.</p><p></p><p></p><p></p><p>Certainly the simplest, but I put it last for just that reason; heavy-handed NPCs are sometimes a necessary evil, sometimes appropriate and fitting, sometimes both. In this case, where you don't really have a specific reason to use that mechanic, my advice would be to avoid it. Better to not properly re-enforce the theme than to overdo it. The players might enjoy the change of pace anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Meant to mention that, another trick is that if you go with just straight charges, make the number unknown (and undiscoverable). You can give the players a vague idea so they know that they don't have to wait until they've gathered 200 men to march through at once, but the doubt is likely to give them pause about frivolous trips. Another bonus here is once it's all over, they can use up the rest of the charges for whatever they want. The item could become as you mentioned a quick escape route, or maybe the favorite R&R spot? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>This is a good one, its simple and elegant in that it directly addresses your stated concern, and little if anything else. This would work well coupled with the "unpleasant by exhaustion" idea. You can really impress upon the PCs that not only do they feel wiped out, but whatever time they've gained is lost to them (and then some, if you go 12 or 24!)</p><p></p><p>A variant on this concept would be directly affecting the benefits of rest. Don't allow the PCs to heal on the demiplane (healing such powerful beings is overly taxing on the Caretaker's resources), memorize spells (the mind-bending jaunt through a tear in the fabric of reality does a real number on casters), etc. Mix and match as you see fit if you want to allow them SOME of the benefits.</p><p></p><p>A variant on THAT is that the trip itself negates the benefits (you take damage, suffer spell drain, etc.) You can rest up if you want, but you'll just be injured and drained when you get back anyway, so what's the point? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The only downside to these is they don't really address the item's use as a "handy escape plan", if that's a concern, but that's remedied easily enough: Make the casting time too long for this to be viable, or require a relatively calm environment for casting. You could require a Concentration check with a hefty penalty; if the PCs get in it awfully deep they can still try, the drama palpable as the wizard tries and fails round after round while the others try to hold the line.</p><p></p><p>Stipulating that the journey inflicts damage could also put a kibosh on any designs to escape at will, if the damage inflicted is high enough. If they're in deep enough to want to turn tail, chances are good someone won't survive the trip.</p></blockquote><p></p>
[QUOTE="Azrael Nightstar, post: 3675408, member: 50803"] I was thinking of this partly (or even primarily) as a roleplay-oriented tactic, and of course its success on that account depends on your group. The "unpleasantness factor" wouldn't bear much on the players, but the characters wouldn't want to arrive on a new plane every few hours feeling like they'd just been worked over with a 9 iron (to use the "travel is painful" example). Also, don't forget about the various other ways to make it unpleasant for the characters, assuming this sort of thing will work with your players. If not, it's probably not a good option (on that note, see below re: carborundum's suggestion) I was actually thinking MUCH lower if it's a flat chance, so that Bob the Fighter can be told "there's a risk to it, but it's very low. Well worth it for our cause, don't you think?" The risk could be further diminished if it applies per [b]portal[/b] rather than per [b]traveller[/b]; if poor Bob finds himself in the 475th Abyss, he can at least be reassured the PCs and the other travellers will be there too, and they'll all get back together. I'd also suggest much lower if it's a cumulative chance, say 1 in 1000 to start, but make the growth [i]exponential[/i]. The 2nd trip the PCs make to the Caretaker's realm their chances are 2/1000, then 4, 8, 16, 32... This makes travelling to the plane more than absolutely necessary VERY unappealing after only a handful of trips, but for the henchman only making 3 or 4 translations, the chance is pretty miniscule. Another option with this method is to set a [i]threshold[/i]. No risk at all until you've gone back and forth 3 times; then you're taking your life in your hands. No risk [i]at all[/i] for the new hire, but the PCs have a real good reason to limit themselves. Certainly the simplest, but I put it last for just that reason; heavy-handed NPCs are sometimes a necessary evil, sometimes appropriate and fitting, sometimes both. In this case, where you don't really have a specific reason to use that mechanic, my advice would be to avoid it. Better to not properly re-enforce the theme than to overdo it. The players might enjoy the change of pace anyway. :) Meant to mention that, another trick is that if you go with just straight charges, make the number unknown (and undiscoverable). You can give the players a vague idea so they know that they don't have to wait until they've gathered 200 men to march through at once, but the doubt is likely to give them pause about frivolous trips. Another bonus here is once it's all over, they can use up the rest of the charges for whatever they want. The item could become as you mentioned a quick escape route, or maybe the favorite R&R spot? ;) This is a good one, its simple and elegant in that it directly addresses your stated concern, and little if anything else. This would work well coupled with the "unpleasant by exhaustion" idea. You can really impress upon the PCs that not only do they feel wiped out, but whatever time they've gained is lost to them (and then some, if you go 12 or 24!) A variant on this concept would be directly affecting the benefits of rest. Don't allow the PCs to heal on the demiplane (healing such powerful beings is overly taxing on the Caretaker's resources), memorize spells (the mind-bending jaunt through a tear in the fabric of reality does a real number on casters), etc. Mix and match as you see fit if you want to allow them SOME of the benefits. A variant on THAT is that the trip itself negates the benefits (you take damage, suffer spell drain, etc.) You can rest up if you want, but you'll just be injured and drained when you get back anyway, so what's the point? ;) The only downside to these is they don't really address the item's use as a "handy escape plan", if that's a concern, but that's remedied easily enough: Make the casting time too long for this to be viable, or require a relatively calm environment for casting. You could require a Concentration check with a hefty penalty; if the PCs get in it awfully deep they can still try, the drama palpable as the wizard tries and fails round after round while the others try to hold the line. Stipulating that the journey inflicts damage could also put a kibosh on any designs to escape at will, if the damage inflicted is high enough. If they're in deep enough to want to turn tail, chances are good someone won't survive the trip. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Plug my hole! (my players stay out!)
Top