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General Tabletop Discussion
*Dungeons & Dragons
Problems with the Diplomacy skill (plus a total halt to a campaign)
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<blockquote data-quote="sheadunne" data-source="post: 6073834" data-attributes="member: 27570"><p>I'm seeing 4 ways your entry into your "dungeon crawl" could end before it begins. 1) you want them to talk in real time, 2) a single die roll determines entry, 3) another die roll determine whether they find they secret door, and 4) they have to open the secret door. I don't think rolling should have been required for any of those things since if any of them fail, the adventure fails. </p><p></p><p>That aside, you could have someone at the tavern bring up the couple and give them clues on how to get inside. "Old John is a little short on money of late, he just got fired from his job." "John is looking for a gift for his wife for their 20th anniversary and she loves diamonds." "Ester went to the market yesterday and couldn't find plums to make her favorite pie." You get the idea. I wouldn't require a gather info roll or anything, just normal tavern talk and people love to gossip. </p><p></p><p>Another option is to have a rival person/party break into the house that night and murder the couple, but they didn't find the secret door. The following night the party can head over to the house and take their time looking. </p><p></p><p>If the adventure relies on the party getting to the secret doors, remove the barriers to getting it going. Don't roll a single die to determine whether they can start the adventure or not. Otherwise you should just flip a coin and heads they can play and tails they go home.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6073834, member: 27570"] I'm seeing 4 ways your entry into your "dungeon crawl" could end before it begins. 1) you want them to talk in real time, 2) a single die roll determines entry, 3) another die roll determine whether they find they secret door, and 4) they have to open the secret door. I don't think rolling should have been required for any of those things since if any of them fail, the adventure fails. That aside, you could have someone at the tavern bring up the couple and give them clues on how to get inside. "Old John is a little short on money of late, he just got fired from his job." "John is looking for a gift for his wife for their 20th anniversary and she loves diamonds." "Ester went to the market yesterday and couldn't find plums to make her favorite pie." You get the idea. I wouldn't require a gather info roll or anything, just normal tavern talk and people love to gossip. Another option is to have a rival person/party break into the house that night and murder the couple, but they didn't find the secret door. The following night the party can head over to the house and take their time looking. If the adventure relies on the party getting to the secret doors, remove the barriers to getting it going. Don't roll a single die to determine whether they can start the adventure or not. Otherwise you should just flip a coin and heads they can play and tails they go home. [/QUOTE]
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Problems with the Diplomacy skill (plus a total halt to a campaign)
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