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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9679293" data-attributes="member: 29398"><p>Further to a discussion several hundred posts upthread about DMs revealing hidden information when it doesn't matter any more, this just happened in tonight's session:</p><p></p><p>The party had to get to a gem that was, twice a round, emitting a variable number of different-colour flashes toward different parts of the room it was in (this is a variant of the ending room in <em>Ghost Tower of Inverness</em>, in case it sounds familiar to anyone). By sending in some summoned idiots the PCs were able to learn some of the effects of these flashes. The gem was surrounded by a forcefield, from various disparate sources the PCs knew they had to grab hold of the gem and each other and hope for the best after that. </p><p></p><p>Mechanical details: 12 segments in the room, 12 different colours of flash, and each flash does something to anyone in that room segment. A d20 roll on a chart tells me how many segments get flashed this time, from 0 to 6. d12 for each flash to determine what segment of the room it hits, and a second d12 for each flash to determine its colour and associated effect.</p><p></p><p>Eventually, the PCs just went for it, broke through the forcefield (while learning that the effects of the flashes ranged from insta-kill to quite beneficial, by no means were they all bad), grabbed the gem, and found themselves outside above the complex they'd just been in. They then destroyed the gem, which also in effect destroyed the complex below.</p><p></p><p>And so afterwards, knowing it didn't matter any more, I told them exactly how I'd been determining the number and type of flashes and what the flashes did.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9679293, member: 29398"] Further to a discussion several hundred posts upthread about DMs revealing hidden information when it doesn't matter any more, this just happened in tonight's session: The party had to get to a gem that was, twice a round, emitting a variable number of different-colour flashes toward different parts of the room it was in (this is a variant of the ending room in [I]Ghost Tower of Inverness[/I], in case it sounds familiar to anyone). By sending in some summoned idiots the PCs were able to learn some of the effects of these flashes. The gem was surrounded by a forcefield, from various disparate sources the PCs knew they had to grab hold of the gem and each other and hope for the best after that. Mechanical details: 12 segments in the room, 12 different colours of flash, and each flash does something to anyone in that room segment. A d20 roll on a chart tells me how many segments get flashed this time, from 0 to 6. d12 for each flash to determine what segment of the room it hits, and a second d12 for each flash to determine its colour and associated effect. Eventually, the PCs just went for it, broke through the forcefield (while learning that the effects of the flashes ranged from insta-kill to quite beneficial, by no means were they all bad), grabbed the gem, and found themselves outside above the complex they'd just been in. They then destroyed the gem, which also in effect destroyed the complex below. And so afterwards, knowing it didn't matter any more, I told them exactly how I'd been determining the number and type of flashes and what the flashes did. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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