Post by cadriel on Aug 4, 2013 7:14:15 GMT -6
This is from my blog. (Full post here.) I thought it was worth bringing up on this board for discussion.
In The Underworld & Wilderness Adventures, it says:
Philotomy noted, I think wisely, that this makes the dungeon a bit more of a weird, underworld-ish environment. The problem is, in everything I run lately, players seem to have fantastically bad luck at this roll. Three PCs will sit there for two or three goes each before someone finally gets the door open, having made a ton of racket in so doing. Which makes their lives harder strategically, and I'm fine with that, but the actual act of bashing open doors gets a bit tedious and can slow down play.
I'm thinking of a variant rule where you roll a d6, and the number you rolled gives you the number of tries it takes you to open the door, with a 6 indicating that you are totally unsuccessful and need to make further attempts. A 1 or 2 will not give monsters around a general alert and will still require the monsters to roll surprise, while a 3, 4, or 5 will not allow a surprise roll and should draw an extra wandering monster check. This would keep the original rule's spirit in tact while not letting the game get stuck in a loop where the referee says "come on, roll a 1 or 2 already."
What do folks think of that variant?
In The Underworld & Wilderness Adventures, it says:
Generally, doors will not open by turning the handle or by a push. Doors must be forced open by strength, a roll of 1 or 2 indicating the door opens, although smaller and lighter characters may be required to roll a 1 to open doors. There can be up to three characters attempting to force open a door, but this will disallow them rapid reaction to anything awaiting them on the other side.
Philotomy noted, I think wisely, that this makes the dungeon a bit more of a weird, underworld-ish environment. The problem is, in everything I run lately, players seem to have fantastically bad luck at this roll. Three PCs will sit there for two or three goes each before someone finally gets the door open, having made a ton of racket in so doing. Which makes their lives harder strategically, and I'm fine with that, but the actual act of bashing open doors gets a bit tedious and can slow down play.
I'm thinking of a variant rule where you roll a d6, and the number you rolled gives you the number of tries it takes you to open the door, with a 6 indicating that you are totally unsuccessful and need to make further attempts. A 1 or 2 will not give monsters around a general alert and will still require the monsters to roll surprise, while a 3, 4, or 5 will not allow a surprise roll and should draw an extra wandering monster check. This would keep the original rule's spirit in tact while not letting the game get stuck in a loop where the referee says "come on, roll a 1 or 2 already."
What do folks think of that variant?