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Razorvine 4e
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<blockquote data-quote="redrover" data-source="post: 4399872" data-attributes="member: 70799"><p>Nice idea. </p><p></p><p>I have a few suggestions for consideration, mostly based around player decisions and consequences:</p><p></p><p>1. Consider making razorvine a scalable hazard, with Heroic, Paragon, and Epic versions (Lesser, Normal, Dire?). </p><p></p><p>2. Consider a slight concept change: The razorvine doesn't actually attack; rather, you hurt yourself when you choose to interact with it. </p><p></p><p>(In other words, taking damage other than the initial or forced damage becomes a player choice, giving players some control over how much this obstacle actually hurts them.)</p><p></p><p>The following suggestions are pegged at <u>Paragon</u> tier.</p><p></p><p>3. Perhaps cautious physical investigation of a razorvine area (no entry or successful identifying skill check) might deal 5 points of damage to the investigator. </p><p> </p><p>4. The Restrained result works well for creatures in a razorvine square.</p><p></p><p>5. With two exceptions, any action taken by a creature in a razorvine square (including voluntary or forced entry) deals it 2d6 + 5 damage, which occurs at the completion of the action. The first minor action in a turn while in a razorvine square deals no damage. An escape attempt is an end-of-turn saving throw (see below).</p><p> </p><p>(The idea here is the player <u>is informed</u> before taking actions that doing so <u>will</u> deal damage, except for the first minor. </p><p></p><p>Taking damage last allows a player to drop himself if the possible payoff is worth it; it guarantees a desperation action always has a chance. </p><p></p><p>Allowing one minor action for no damage assumes extreme care and slow execution.)</p><p></p><p>6. If you take no actions while in a razorvine square, you take no damage.</p><p></p><p>7. You can escape razorvine with a saving throw at the end of your turn. If successful, you shift one square and take no damage. If you stop in a razorvine area, the escape is considered voluntary movement into razorvine and you do take damage. </p><p></p><p>8. An escape fails if your attempt does not move you out of your square. A failed escape attempt crits you. </p><p></p><p>(Once the players figure this out, the cost of taking action is easy to calculate, giving the players control of their options.)</p><p></p><p>9. <span style="color: White">A square of razorvine can be attacked without harming a creature in the area (AC 20, other defenses 15; hp 55; immune to physical missiles and blunt weapons -- clubs, maces, hammers and the like, psychic, and thunder damage). If the razorvine is the only cause of rough terrain in a square, killing it makes the square clear terrain.</span></p><p></p><p>(I'm not too crazy about fire resistance here, I'd rather leave that as a DM special for an Elite version.)</p><p></p><p>10. Consider letting Huge and larger creatures take only half damage.</p></blockquote><p></p>
[QUOTE="redrover, post: 4399872, member: 70799"] Nice idea. I have a few suggestions for consideration, mostly based around player decisions and consequences: 1. Consider making razorvine a scalable hazard, with Heroic, Paragon, and Epic versions (Lesser, Normal, Dire?). 2. Consider a slight concept change: The razorvine doesn't actually attack; rather, you hurt yourself when you choose to interact with it. (In other words, taking damage other than the initial or forced damage becomes a player choice, giving players some control over how much this obstacle actually hurts them.) The following suggestions are pegged at [U]Paragon[/U] tier. 3. Perhaps cautious physical investigation of a razorvine area (no entry or successful identifying skill check) might deal 5 points of damage to the investigator. 4. The Restrained result works well for creatures in a razorvine square. 5. With two exceptions, any action taken by a creature in a razorvine square (including voluntary or forced entry) deals it 2d6 + 5 damage, which occurs at the completion of the action. The first minor action in a turn while in a razorvine square deals no damage. An escape attempt is an end-of-turn saving throw (see below). (The idea here is the player [U]is informed[/U] before taking actions that doing so [U]will[/U] deal damage, except for the first minor. Taking damage last allows a player to drop himself if the possible payoff is worth it; it guarantees a desperation action always has a chance. Allowing one minor action for no damage assumes extreme care and slow execution.) 6. If you take no actions while in a razorvine square, you take no damage. 7. You can escape razorvine with a saving throw at the end of your turn. If successful, you shift one square and take no damage. If you stop in a razorvine area, the escape is considered voluntary movement into razorvine and you do take damage. 8. An escape fails if your attempt does not move you out of your square. A failed escape attempt crits you. (Once the players figure this out, the cost of taking action is easy to calculate, giving the players control of their options.) 9. [COLOR=White]A square of razorvine can be attacked without harming a creature in the area (AC 20, other defenses 15; hp 55; immune to physical missiles and blunt weapons -- clubs, maces, hammers and the like, psychic, and thunder damage). If the razorvine is the only cause of rough terrain in a square, killing it makes the square clear terrain.[/COLOR] (I'm not too crazy about fire resistance here, I'd rather leave that as a DM special for an Elite version.) 10. Consider letting Huge and larger creatures take only half damage. [/QUOTE]
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