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General Tabletop Discussion
*TTRPGs General
Speeding up play in dungeons
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<blockquote data-quote="Kareyev" data-source="post: 597821" data-attributes="member: 4823"><p>I was in a trap heavy dungeon in a recent game and we did have a rouge. Once we triggered the first trap and half of the part lost half of thier hit points the rouge took point searching the entire length of the every hallway. To keep things moving the DM would ask the Rouge to roll a bunch of d20's (10 I think) and read them left to right as they fell. He would then make some d10 rolls and then ask for the values of the dice he rolled (e.g. give me the values of dice 4 and 8). Sometimes we found traps, other times we didn't. This helped to keep this moving through the dungeon at a decent pace while still keeping are paranoia about traps high. </p><p></p><p>Of course as I was playing a character known for being impatient sometimes I would just walk by the rouge. I mean why do they have to check every nook and crany? Surely there and no traps in this .... AAAAH!</p></blockquote><p></p>
[QUOTE="Kareyev, post: 597821, member: 4823"] I was in a trap heavy dungeon in a recent game and we did have a rouge. Once we triggered the first trap and half of the part lost half of thier hit points the rouge took point searching the entire length of the every hallway. To keep things moving the DM would ask the Rouge to roll a bunch of d20's (10 I think) and read them left to right as they fell. He would then make some d10 rolls and then ask for the values of the dice he rolled (e.g. give me the values of dice 4 and 8). Sometimes we found traps, other times we didn't. This helped to keep this moving through the dungeon at a decent pace while still keeping are paranoia about traps high. Of course as I was playing a character known for being impatient sometimes I would just walk by the rouge. I mean why do they have to check every nook and crany? Surely there and no traps in this .... AAAAH! [/QUOTE]
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Speeding up play in dungeons
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