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[D&D3.5] Reign of the dump-stats

Started by TonyLB, September 20, 2007, 08:43:13 AM

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TonyLB

Quote from: One Horse TownThere was a big hill that gave us no real reason to investigate it...except that it was "the module".
Can you give me some context to place the quote?
Superheroes with heart:  Capes!

Settembrini

This is the ultimate proof of the signal to noise ratio of  the (R)SG-crowd.
I have only read AM´s answers but it is clear:

If I wrote and talked as much about th four fucking rooms of every mini dungeon and two hours of game time, I´d be typing till my hands fell of.

Der Elefant kreißte und gebar eine Maus.

Much ado about nothing.

Oh boy. Sad fuckers.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Pierce Inverarity

Quote from: SettembriniThis is the ultimate proof of the signal to noise ratio of  the (R)SG-crowd.
I have only read AM´s answers but it is clear:

If I wrote and talked as much about th four fucking rooms of every mini dungeon and two hours of game time, I´d be typing till my hands fell of.

Der Elefant kreißte und gebar eine Maus.

Much ado about nothing.

Oh boy. Sad fuckers.

Treffer, versenkt.
Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

One Horse Town

I'm not registered at the site where one of your players said that Tony, so i thought i'd try and give some advice that might help you here instead. :)

TonyLB

Quote from: One Horse TownI'm not registered at the site where one of your players said that Tony, so i thought i'd try and give some advice that might help you here instead. :)
Oh, it's Eric's commentary.  Thanks.  I knew it sounded familiar.

Anyway, I get that having someone point out that there was railroading going on can easily sound like it must be complaining that there was railroading going on.  But I was there with him, so I'm pretty sure that we were all fine.  There was an awareness that folks were being shepherded toward the adventure, but everybody was fine with that.  I mean ... we wanted the dungeon, right?  We had a good laugh of the "Gosh, whatEVER should we do?" variety for about five seconds, then gleefully pursued adventure.
Superheroes with heart:  Capes!

Pseudoephedrine

Large monsters have to squeeze to move through corridors and rooms smaller than they are. There's a movement penalty associated with it, though I can't recall any specific attack penalties. It might be worth a -2 circumstance penalty if you really wanted to emphasise it.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Abyssal Maw

Quote from: TonyLBOh, it's Eric's commentary.  Thanks.  I knew it sounded familiar.

Anyway, I get that having someone point out that there was railroading going on can easily sound like it must be complaining that there was railroading going on.  But I was there with him, so I'm pretty sure that we were all fine.  There was an awareness that folks were being shepherded toward the adventure, but everybody was fine with that.  I mean ... we wanted the dungeon, right?  We had a good laugh of the "Gosh, whatEVER should we do?" variety for about five seconds, then gleefully pursued adventure.


Well, I agree that the specific example given was railroading. DC 30 is waay outside range for a lock in a starter dungeon. DC 28 break DC is also waaay outside. That's for an iron door in perfect condition. The entire reason that was put in was so they could have the little boxed text where it falls in. That's a bad, forced design, right there, and we look upon it with narrowed and suspicious eyes.  

Here's a dungeon I wrote:

http://writer.zoho.com/public/pseckler/The-Maze-of-Cherno

Notice this block on page 1:

Quote from: Maze of ChernoDungeon Features:

Throughout the dungeon, the walls and floor are damp and cool, but not wet or slippery.

Walls: Unless otherwise noted, all straight walls are common gray masonry.

Break DC 35, Hrdness 8, hp: 90 climb DC 15

"cavern" type walls (any rough looking or uneven walls) are rough hewn brownish grey stone.

Break DC 50, hardness 8, 540 hp, climb DC 22.

Floors: The floors are standard flagstone.

Doors: Unless otherwise noted, all doors are standard simple-wooden doors: hardness: 5, hp: 10

Break DC: stuck 13, Locked: 15

These are standard stats right out of the DMG, for the most part.

Right away you can see that the doors, even when locked only have a 15 Break DC. The walls are not really breakable at first glance, but they could be mined down if someone really needed to. Those stats are there in case someone gets hold of a disintegration spell or the players decide to make a new corridor between two areas or whatever.
Download Secret Santicore! (10MB). I painted the cover :)

Abyssal Maw

Quote from: PseudoephedrineLarge monsters have to squeeze to move through corridors and rooms smaller than they are. There's a movement penalty associated with it, though I can't recall any specific attack penalties. It might be worth a -2 circumstance penalty if you really wanted to emphasise it.

The squeeze is a -4 AC penalty and loss of dex benefits for the squeezer. One tactic I've seen used is to lure the large size creature into a choke point, and once it's dex bonus is gone, surround and sneak attack.
Download Secret Santicore! (10MB). I painted the cover :)