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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Razorvine 4e
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<blockquote data-quote="darkInertia" data-source="post: 4403613" data-attributes="member: 62452"><p>This could be a possibility, but there are other more deadly hazards in planescape that could fill the higher tiers. The restrained condition is tied to the effect and not the hit for the razorvine's attack, so that makes it dangerous even at higher levels (see the restrained condition if you have doubts).</p><p></p><p>I'll worry about increasing the level of the razorvine when the PCs get to a higher tier.</p><p></p><p></p><p></p><p>Reread the trigger. This is already the case. It will probably affect characters primarily through forced movement, or if a PC really needs to climb that wall covered with razorvine.</p><p></p><p>5. through 9, 10</p><p></p><p>I think adding all of these ideas would create too much complexity. I based my write up using existing hazards and tried to keep it simple and quick to adjudicate.</p><p></p><p>The one thing that I was worried about is the idea that a patch razorvine of doesn't actually take up a square - owing to its nature as a ivy/creeper, I wanted to keep it on vertical surfaces for the most part (that's why I use the term patch instead of square). I also wanted to keep an individual patch benign enough so that I could put in a lot of of it into an encounter without jacking up the XP of the encounter too much.</p><p></p><p>Since it's on a vertical surface, it doesn't affect a player unless they choose to 1) climb the wall, 2) need to search through a patch of razorvine, 3) fall into a patch, or 4) are forced into a patch through a push, pull or slide.</p><p></p><p>How I intend to play out this sort of forced movement:</p><p></p><p>[code]</p><p>W . .</p><p>W . .</p><p>R m f</p><p>W . .</p><p>W . .</p><p>[/code]</p><p></p><p>W - wall/building</p><p>R - razorvine covered wall</p><p>m - monster</p><p>f - fighter </p><p></p><p>The monster is adjacent to the wall that has razorvine on it. The fighter, on his turn, could attempt to push the monster into the razorvine using a bull rush or tide of iron power (pushing him 1 square in either case, iirc). If he succeeds, the razorvine will attack. In addition, whether the razorvine "hits" or not, the monster is restrained - trapped in the razorvine.</p><p></p><p>Case 2</p><p></p><p>[code]</p><p>W . . . W . . .</p><p>W . . . W . . .</p><p>R . m f => R m f .</p><p>W . . . W . . .</p><p>W . . . W . . .</p><p>[/code]</p><p></p><p>Same deal, the fighter pushes the monster 1 square. But in this case, the monster isn't attacked (or restrained) by the razorvine, since the fighter didn't push the monster into the wall square.</p><p></p><p>I realize that this mechanic is new and different to 4e - there isn't really a concept of vertical space rules explicitly defined, but I think the intension is intuitive enough along with my above description of the trigger for the hazard.</p><p></p><p>Please let me know if this makes sense, or if i need to rewrite it to make it more clear.</p><p></p><p></p><p></p><p>While the razorvine has pretty good AC for its level and the resist fire (which is crunch and flavor from 2nd edition), it only has 5 hp, so it's not particularly hardy.</p><p></p><p>Thanks for looking!</p></blockquote><p></p>
[QUOTE="darkInertia, post: 4403613, member: 62452"] This could be a possibility, but there are other more deadly hazards in planescape that could fill the higher tiers. The restrained condition is tied to the effect and not the hit for the razorvine's attack, so that makes it dangerous even at higher levels (see the restrained condition if you have doubts). I'll worry about increasing the level of the razorvine when the PCs get to a higher tier. Reread the trigger. This is already the case. It will probably affect characters primarily through forced movement, or if a PC really needs to climb that wall covered with razorvine. 5. through 9, 10 I think adding all of these ideas would create too much complexity. I based my write up using existing hazards and tried to keep it simple and quick to adjudicate. The one thing that I was worried about is the idea that a patch razorvine of doesn't actually take up a square - owing to its nature as a ivy/creeper, I wanted to keep it on vertical surfaces for the most part (that's why I use the term patch instead of square). I also wanted to keep an individual patch benign enough so that I could put in a lot of of it into an encounter without jacking up the XP of the encounter too much. Since it's on a vertical surface, it doesn't affect a player unless they choose to 1) climb the wall, 2) need to search through a patch of razorvine, 3) fall into a patch, or 4) are forced into a patch through a push, pull or slide. How I intend to play out this sort of forced movement: [code] W . . W . . R m f W . . W . . [/code] W - wall/building R - razorvine covered wall m - monster f - fighter The monster is adjacent to the wall that has razorvine on it. The fighter, on his turn, could attempt to push the monster into the razorvine using a bull rush or tide of iron power (pushing him 1 square in either case, iirc). If he succeeds, the razorvine will attack. In addition, whether the razorvine "hits" or not, the monster is restrained - trapped in the razorvine. Case 2 [code] W . . . W . . . W . . . W . . . R . m f => R m f . W . . . W . . . W . . . W . . . [/code] Same deal, the fighter pushes the monster 1 square. But in this case, the monster isn't attacked (or restrained) by the razorvine, since the fighter didn't push the monster into the wall square. I realize that this mechanic is new and different to 4e - there isn't really a concept of vertical space rules explicitly defined, but I think the intension is intuitive enough along with my above description of the trigger for the hazard. Please let me know if this makes sense, or if i need to rewrite it to make it more clear. While the razorvine has pretty good AC for its level and the resist fire (which is crunch and flavor from 2nd edition), it only has 5 hp, so it's not particularly hardy. Thanks for looking! [/QUOTE]
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