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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="CrimsonScribe" data-source="post: 1781004" data-attributes="member: 951"><p>Going back a page here, but I havne't had the time to post so....</p><p></p><p></p><p></p><p>I'm guessing my skills as a DM (and even a player) are rusty - I haven't DM'ed since 2e and I haven't had the pleasure of playing a rogue in 3e/3.5e so I'm just not sure how Disable Device works.</p><p></p><p>Most of the Search DC's to locate the traps are in the "take 20" range for PC's of level 1-3 (mid to high 20's) so unless the party spends literally minutes at each doorway they won't even notice the traps, and even then they have to disable them.</p><p></p><p>Considering most of the traps in Region A (and the WLD as a whole) are of a magic nature that makes the Disable Device DC's remarkably high for levels 1-3 (DC 26-28). Now because there is a potential penalty for failing to properly diable said devices doesn't that mean you can't take 20 on the check? </p><p></p><p>So, not being able to take 20 when you would actually require a 19-20 in order to succeed is kind of harsh. Yes most (all? I don't have my copy here at work) have saves for half damage but when even that is enough to down a PC I'm thinking something is wrong.</p><p></p><p>Like I said, I'm very rusty with some of the rules interactions, but at a glance the dungeon is very dangerous (well hello, it's meant to be). I'm just trying to find a way for my players to make it through without having to spend every other day just casting cure spells and making healing checks. I do really like Twofalls use of water columns in room A22 and he can consider it *yoinked* for my own run through - after all this Dungeon is definitely the kind of place where I can see the party maintaining a base of operations.</p></blockquote><p></p>
[QUOTE="CrimsonScribe, post: 1781004, member: 951"] Going back a page here, but I havne't had the time to post so.... I'm guessing my skills as a DM (and even a player) are rusty - I haven't DM'ed since 2e and I haven't had the pleasure of playing a rogue in 3e/3.5e so I'm just not sure how Disable Device works. Most of the Search DC's to locate the traps are in the "take 20" range for PC's of level 1-3 (mid to high 20's) so unless the party spends literally minutes at each doorway they won't even notice the traps, and even then they have to disable them. Considering most of the traps in Region A (and the WLD as a whole) are of a magic nature that makes the Disable Device DC's remarkably high for levels 1-3 (DC 26-28). Now because there is a potential penalty for failing to properly diable said devices doesn't that mean you can't take 20 on the check? So, not being able to take 20 when you would actually require a 19-20 in order to succeed is kind of harsh. Yes most (all? I don't have my copy here at work) have saves for half damage but when even that is enough to down a PC I'm thinking something is wrong. Like I said, I'm very rusty with some of the rules interactions, but at a glance the dungeon is very dangerous (well hello, it's meant to be). I'm just trying to find a way for my players to make it through without having to spend every other day just casting cure spells and making healing checks. I do really like Twofalls use of water columns in room A22 and he can consider it *yoinked* for my own run through - after all this Dungeon is definitely the kind of place where I can see the party maintaining a base of operations. [/QUOTE]
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