Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Joys of Train Hopping
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="erian_7" data-source="post: 1475236" data-attributes="member: 18222"><p>Hi all, long time browser, first time poster. I've been working on some module ideas for Eberron, and it led me to consider several situations where current d20 rules aren't exactly explicit. I originally posted these thoughts over at <a href="http://games.groups.yahoo.com/group/eberron/message/214" target="_blank">Eberron Yahoo!Group</a>. Any feedback/ideas/comments are welcome. Thanks!</p><p></p><p>Eric</p><p></p><p>Original text:</p><p></p><p>One of the things I like to do when writing a mod is think about unusual situations that might come up and give the judge/DM some direction on handling this (rather than the fellow having to make it up/research in-game). I take info like this and summarize the mechanics in the Development section of relevant encounters for reference (or use a Sidebar). Basically nail down the mechanics and get them out of the way so the real fun, roleplaying, can flow more smoothly.</p><p></p><p>Thinking along these lines and considering what it might be like to play an adventure on or featuring a Lightning Rail (or any train) I came up with a scenario that features a few standard cinema train maneuvers then wrapped the standard d20 Skills (or combat rules) around it. Let me know what you think!</p><p></p><p>Scene:</p><p></p><p>Bad Guy is running away from Good Guy after stealing X. The two move as quickly as they can down the narrow corridor in a sleeping car(1). Being somewhat skilled at saboutaging mechanisms, he jams the door(2) leading out of the train car to slow down his pursuer. Good Guy halts at the door and (depending on what kind of hero he is) either wriggles through the 1' crack in the jammed door(3) or pries the door apart(4). Bad Guy uses the time he's bought to climb double time up the ladder to the roof of the next train car(5) and walks carfeully down the center of the train about 15'(6) before preparing to cast a spell(7) when Good Guy appears. Clearing the jammed door, Good Guy also double times it up the ladder(5) but is interrupted as Bad Guy casts his spell. As three crackling bolts of force slam into Good Guy, he clings to the ladder to keep from being swept of the train(8). His luck (and grip!) hold, so Good Guy clears the top of the ladder and charges Bad Guy(9) in an attempt to knock him off the train(10). Bad Guy staggers from the blow(11) but remains on his fit (he's an agile fellow!) and runs as fast as possible away from Good Guy(12), leaping from one train car to the next(13). And the chase continues...</p><p></p><p>Game Mechanics:</p><p>1 - Squeezing (corridor is 2.5 feet wide): each Move counts as if it were two squares; -4 penalty on attack rolls, -4 penalty to AC</p><p>2 - Standard Action, Disable Device DC 10</p><p>3 - Move Action, Escape Artist, DC 30--can't attack, -4 penalty to AC, loses Dex bonus to AC</p><p>4 - Standard Action, Strength check DC 20, crowbar or similar adds +2 bonus</p><p>5 - Part of a Move Action, Climb DC 5, must cover 15' moving at 1/2 speed (-5 DC (it's easier) to move 1/4 speed)</p><p>6 - Part of a Move Action, Balance DC 5 moving at 1/2 speed (would have been DC +2 along the left/right side, DC +2 in the rain, and/or DC +5 in icy weather)</p><p>7 - Ready Action, Concentration check DC 10+spell level when Action is triggered due to motion of the train.</p><p>8 - Reactionary Check, Climb DC 5</p><p>9 - Part of Special Attack: Charge, Balance DC 10</p><p>10 - Part of Special Attack: Charge, +2 to attack roll, opponent is flat-footed if he doesn't have 5+ ranks in Balance</p><p>11 - Reactionary Check, Balance DC 5 (failure by 5 or more results in a fall)</p><p>12 - Part of a Move Action, two Balance checks at DC 10 moving at full speed</p><p>13 - Part of a Move Action, Jump DC 10 (would be DC 20 without 20' running start)</p><p></p><p></p><p>Eric</p><p></p><p>P.S. Realized I left one option out for Good Guy. He might also try to unjam the lock (Standard Action, Disable Device DC 10).</p></blockquote><p></p>
[QUOTE="erian_7, post: 1475236, member: 18222"] Hi all, long time browser, first time poster. I've been working on some module ideas for Eberron, and it led me to consider several situations where current d20 rules aren't exactly explicit. I originally posted these thoughts over at [URL=http://games.groups.yahoo.com/group/eberron/message/214]Eberron Yahoo!Group[/URL]. Any feedback/ideas/comments are welcome. Thanks! Eric Original text: One of the things I like to do when writing a mod is think about unusual situations that might come up and give the judge/DM some direction on handling this (rather than the fellow having to make it up/research in-game). I take info like this and summarize the mechanics in the Development section of relevant encounters for reference (or use a Sidebar). Basically nail down the mechanics and get them out of the way so the real fun, roleplaying, can flow more smoothly. Thinking along these lines and considering what it might be like to play an adventure on or featuring a Lightning Rail (or any train) I came up with a scenario that features a few standard cinema train maneuvers then wrapped the standard d20 Skills (or combat rules) around it. Let me know what you think! Scene: Bad Guy is running away from Good Guy after stealing X. The two move as quickly as they can down the narrow corridor in a sleeping car(1). Being somewhat skilled at saboutaging mechanisms, he jams the door(2) leading out of the train car to slow down his pursuer. Good Guy halts at the door and (depending on what kind of hero he is) either wriggles through the 1' crack in the jammed door(3) or pries the door apart(4). Bad Guy uses the time he's bought to climb double time up the ladder to the roof of the next train car(5) and walks carfeully down the center of the train about 15'(6) before preparing to cast a spell(7) when Good Guy appears. Clearing the jammed door, Good Guy also double times it up the ladder(5) but is interrupted as Bad Guy casts his spell. As three crackling bolts of force slam into Good Guy, he clings to the ladder to keep from being swept of the train(8). His luck (and grip!) hold, so Good Guy clears the top of the ladder and charges Bad Guy(9) in an attempt to knock him off the train(10). Bad Guy staggers from the blow(11) but remains on his fit (he's an agile fellow!) and runs as fast as possible away from Good Guy(12), leaping from one train car to the next(13). And the chase continues... Game Mechanics: 1 - Squeezing (corridor is 2.5 feet wide): each Move counts as if it were two squares; -4 penalty on attack rolls, -4 penalty to AC 2 - Standard Action, Disable Device DC 10 3 - Move Action, Escape Artist, DC 30--can't attack, -4 penalty to AC, loses Dex bonus to AC 4 - Standard Action, Strength check DC 20, crowbar or similar adds +2 bonus 5 - Part of a Move Action, Climb DC 5, must cover 15' moving at 1/2 speed (-5 DC (it's easier) to move 1/4 speed) 6 - Part of a Move Action, Balance DC 5 moving at 1/2 speed (would have been DC +2 along the left/right side, DC +2 in the rain, and/or DC +5 in icy weather) 7 - Ready Action, Concentration check DC 10+spell level when Action is triggered due to motion of the train. 8 - Reactionary Check, Climb DC 5 9 - Part of Special Attack: Charge, Balance DC 10 10 - Part of Special Attack: Charge, +2 to attack roll, opponent is flat-footed if he doesn't have 5+ ranks in Balance 11 - Reactionary Check, Balance DC 5 (failure by 5 or more results in a fall) 12 - Part of a Move Action, two Balance checks at DC 10 moving at full speed 13 - Part of a Move Action, Jump DC 10 (would be DC 20 without 20' running start) Eric P.S. Realized I left one option out for Good Guy. He might also try to unjam the lock (Standard Action, Disable Device DC 10). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Joys of Train Hopping
Top