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White Plume Mountain: Tales of the Yawning Portal play report (Spoilerific!)
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<blockquote data-quote="Tintael" data-source="post: 7156842" data-attributes="member: 83202"><p>I agree that this room has some design issues. (Caveat: I'm not running it until September). The text gives a single DC for "climbing the walls and chains", which I take to be a single check to cross them all. That makes it feel a little like it's going to run like this:</p><p></p><p>Player: I jump across the platforms.</p><p>DM: Give me an athletics check</p><p>Player: 18</p><p>DM: You succeed. You are the next American Ninja Warrior. </p><p></p><p>Which isn't very fun. Rolling a check for each platform means that it becomes either easy or impossibly difficult and a +1 or +2 difference in ability can swing the DC from one to the other. </p><p></p><p>My thoughts are perhaps to make one check with a sliding difficulty scale. The lower the score, the more "incidents" on the journey and the greater the severity of the incidents. Incidents can include slipping off the disk (DC to prevent falling), or being delayed (perhaps causing problems with geysers). </p><p></p><p>The other thing is that it feels a little too easy to get across without being bothered by the geysers. (I'm thinking that it takes 15s to make a jump, and the geysers are offset by 30 seconds). I might fiddle around with those numbers a bit so that it's harder to make it across without being hit, and reducing the max damage of the geysers somewhat. </p><p></p><p>From what i hear, most parties just fly or levitate across anyway, which I'm fine with, but I might work out a way to bother them with the geysers too.</p></blockquote><p></p>
[QUOTE="Tintael, post: 7156842, member: 83202"] I agree that this room has some design issues. (Caveat: I'm not running it until September). The text gives a single DC for "climbing the walls and chains", which I take to be a single check to cross them all. That makes it feel a little like it's going to run like this: Player: I jump across the platforms. DM: Give me an athletics check Player: 18 DM: You succeed. You are the next American Ninja Warrior. Which isn't very fun. Rolling a check for each platform means that it becomes either easy or impossibly difficult and a +1 or +2 difference in ability can swing the DC from one to the other. My thoughts are perhaps to make one check with a sliding difficulty scale. The lower the score, the more "incidents" on the journey and the greater the severity of the incidents. Incidents can include slipping off the disk (DC to prevent falling), or being delayed (perhaps causing problems with geysers). The other thing is that it feels a little too easy to get across without being bothered by the geysers. (I'm thinking that it takes 15s to make a jump, and the geysers are offset by 30 seconds). I might fiddle around with those numbers a bit so that it's harder to make it across without being hit, and reducing the max damage of the geysers somewhat. From what i hear, most parties just fly or levitate across anyway, which I'm fine with, but I might work out a way to bother them with the geysers too. [/QUOTE]
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