If you are familiar with this room, SSSSHHHHHHH! no spoilers! My players might read it. I just have a movement question.
The party has entered a room with hazardous flooring - boiling mud. Hanging from the ceiling are a series of discs on chains. Under normal circumstances, you would just RP it out. However, there is an encounter in the room. How would you do combat movement from disc to disc?
similar to this:
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Acrobatics/athletics checks to move from one to the other. Depending on how hard you want the challenge, you could say if you succeed you move normally, fail, move half. Or succeed half, fail a quarter. you could even do a crit fail where you don’t move at all.
If you’re hit while on one, a dex save not to fall off. If you want it less deadly, a dex save means you act normally next turn, fail means move goes to zero for a turn as they regain their footing.
And to be really mean, say that holding the rope occupies one hand, though that really helps casters at the expense of melee.
Firstly, love the idea of the discs on chains and I'm definitely stealing it!
I would consider it half movement to move on the discs, I wouldn't have dex checks every time you want to move!
To make it relevant, so the players aren't just moving slowly for a normal battle, I would include:
• Gaps in the chain-discs, where players could attempt to jump across or be forced to go around.
• Trapped chain-discs, where stepping onto one lets off some sort of trap (but not a gotcha trap, they suck, there's no fun in random, unavoidable damage). Perhaps have the chains in different metals where specific metals are bad, so they learn to avoid them!
• Linked chain discs - if there's not someone on the other chain disc, then the one you're on starts to lower to the mud below.
• Sinking chain discs - as above, but they just sink anyway, so you can't stop there.
• Cages which drop on certain discs, which need someone to jump on the disc which just shot up into the air to drag the cage back off the person on the disc.
As for dex saves if they are hit, that's reasonable but I would have a failed save reduce their movement by 10ft, so it's not crippling.
If you are familiar with this room, SSSSHHHHHHH! no spoilers! My players might read it. I just have a movement question.
The party has entered a room with hazardous flooring - boiling mud. Hanging from the ceiling are a series of discs on chains. Under normal circumstances, you would just RP it out. However, there is an encounter in the room. How would you do combat movement from disc to disc?
similar to this:
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Acrobatics/athletics checks to move from one to the other. Depending on how hard you want the challenge, you could say if you succeed you move normally, fail, move half. Or succeed half, fail a quarter. you could even do a crit fail where you don’t move at all.
If you’re hit while on one, a dex save not to fall off. If you want it less deadly, a dex save means you act normally next turn, fail means move goes to zero for a turn as they regain their footing.
And to be really mean, say that holding the rope occupies one hand, though that really helps casters at the expense of melee.
Firstly, love the idea of the discs on chains and I'm definitely stealing it!
I would consider it half movement to move on the discs, I wouldn't have dex checks every time you want to move!
To make it relevant, so the players aren't just moving slowly for a normal battle, I would include:
• Gaps in the chain-discs, where players could attempt to jump across or be forced to go around.
• Trapped chain-discs, where stepping onto one lets off some sort of trap (but not a gotcha trap, they suck, there's no fun in random, unavoidable damage). Perhaps have the chains in different metals where specific metals are bad, so they learn to avoid them!
• Linked chain discs - if there's not someone on the other chain disc, then the one you're on starts to lower to the mud below.
• Sinking chain discs - as above, but they just sink anyway, so you can't stop there.
• Cages which drop on certain discs, which need someone to jump on the disc which just shot up into the air to drag the cage back off the person on the disc.
As for dex saves if they are hit, that's reasonable but I would have a failed save reduce their movement by 10ft, so it's not crippling.
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