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Tuesday, December 28, 2021
Whence Monsters? And Wherefore?
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Monday, December 27, 2021
Retroactive theivin' in elfgames
You don't want to narrate tapping sticks throughout the whole tomb of horrors |
This is not going to be a long post. It's just a little tip.
The following is usually my default rule. Instead of having the player declare that they are checking for traps, I just wait until a trap is sprung and have the PCs roll retroactively to see if they noticed the trap ahead of time and so were able to dodge it, roll to disarm it, &c.
When I notice that PC paranoia is slowing things too much, I often restate this procedure for the players.
This procedure is best for trapped chests, nefarious doors, cursed treasure, Arduinian hallways, and the like. It's probably good to have obviously dangerous areas in most situations. For instance, a swinging scythes hallway is something to solve, not to detect.
Give big ol' clues. Players will die in entertaining ways anyhow, and it won't be the DM's fault.
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Monday, December 6, 2021
Feels good thief skills
Any class can try skullduggery, but thieves do it better.
And that's it. But actually, I have been thinking of doing something similar with the other three classes. For instance, fighters have the worst check number to reflect that they are mostly focused on killing. But I've been thinking that instead of a better Base Attack Bonus, maybe I shouldn't have BAB in the game and instead just let the fighters get +1d to combat... not to mention bending bars, kicking in doors, intimidating infants, and so on.
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*: Think I heard this was a Swords and Wizardry thing. But maybe you roll low in that game? I dunno. This ABAM game is an unholy alliance between Dave Hardgrave's books, old DnD, and DCCisms. You can even find mighty deeds kinda hidden in the variant classes.
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