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What happened to one-off games?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7006980" data-attributes="member: 6787650"><p>Equipment cards aren't a bad idea either, especially for new players. Have one card that says, "Here's a 50' rope. You can tie it to things to climb down holes, use it to clothesline horsemen, tie up bad guys, etc." </p><p></p><p>Another one says, "This is a bad of spiky caltrops, shaped like jumping jacks straight from the pits of Mordor. If you scatter these on the ground, anyone who runs over them without slowing down may wind up injuring his feet. (DC 15 Dexterity check if not moving at half-speed; on a failure, take 1 HP of damage, lose rest of movement for this turn, and speed goes down by 10' until you heal at least 1 HP.) You can use them to run away or set up a trap." </p><p></p><p>"This is a torch. It allows you to see well out to 20' (eliminating Perception penalties and combat penalties), and dimly out to 40' (eliminating combat penalties only) and it lasts for an hour; but things in the darkness can see you coming or even smell your torch burning."</p><p></p><p>"This is a horse. It has trouble squeezing through tight places (needs at least 5' wide corridors to move through at half speed, or 10' wide for full speed) but you can ride it to gain free movement: 60' of movement plus a Disengage or Dash that doesn't cost your own action. The horse has AC 11 and 19 HP and can be killed. It eats twice as much food and drinks three times as much water as a human [AFB so I just made that up -Hemlock]."</p><p></p><p>"This is a jar of oil. If you spend an action to dump it on the ground and light it on fire, it burns for two rounds in a 5' diameter puddle, dealing 5 points of fire damage to anything that passes through it. It weighs 2 lb. [AFB] and costs 2 sp to refill."</p><p></p><p>"This is a net. As an action, you can make an attack roll to throw it up to 15' at anto tie it up, preventing it from moving and making it easier to hit, and making it harder for it to hit anyone else. If you are proficient in Martial weapons you gain your proficiency bonus on the net's attack roll; barring special circumstances, the attack roll will always be made at disadvantage; the net cannot be used against a Huge or Gargantuan enemy; it is possible for an enemy to throw off the net with an action or to cut its way through with an slashing weapon. It weighs 1 lb. and costs 1 sp."</p><p></p><p>"This is a bear trap..." Etc. </p><p></p><p>Those can be just as valuable as spell cards for new players.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7006980, member: 6787650"] Equipment cards aren't a bad idea either, especially for new players. Have one card that says, "Here's a 50' rope. You can tie it to things to climb down holes, use it to clothesline horsemen, tie up bad guys, etc." Another one says, "This is a bad of spiky caltrops, shaped like jumping jacks straight from the pits of Mordor. If you scatter these on the ground, anyone who runs over them without slowing down may wind up injuring his feet. (DC 15 Dexterity check if not moving at half-speed; on a failure, take 1 HP of damage, lose rest of movement for this turn, and speed goes down by 10' until you heal at least 1 HP.) You can use them to run away or set up a trap." "This is a torch. It allows you to see well out to 20' (eliminating Perception penalties and combat penalties), and dimly out to 40' (eliminating combat penalties only) and it lasts for an hour; but things in the darkness can see you coming or even smell your torch burning." "This is a horse. It has trouble squeezing through tight places (needs at least 5' wide corridors to move through at half speed, or 10' wide for full speed) but you can ride it to gain free movement: 60' of movement plus a Disengage or Dash that doesn't cost your own action. The horse has AC 11 and 19 HP and can be killed. It eats twice as much food and drinks three times as much water as a human [AFB so I just made that up -Hemlock]." "This is a jar of oil. If you spend an action to dump it on the ground and light it on fire, it burns for two rounds in a 5' diameter puddle, dealing 5 points of fire damage to anything that passes through it. It weighs 2 lb. [AFB] and costs 2 sp to refill." "This is a net. As an action, you can make an attack roll to throw it up to 15' at anto tie it up, preventing it from moving and making it easier to hit, and making it harder for it to hit anyone else. If you are proficient in Martial weapons you gain your proficiency bonus on the net's attack roll; barring special circumstances, the attack roll will always be made at disadvantage; the net cannot be used against a Huge or Gargantuan enemy; it is possible for an enemy to throw off the net with an action or to cut its way through with an slashing weapon. It weighs 1 lb. and costs 1 sp." "This is a bear trap..." Etc. Those can be just as valuable as spell cards for new players. [/QUOTE]
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