idrahil
Level 6 Magician
The Lighter The Rules, The Better The Game!
Posts: 398
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Post by idrahil on Jan 27, 2013 18:58:55 GMT -6
In the Delving Deeper and Blazing New Trails rules book, under the heading for Doors, it reads: "Two characters can simultaneously throw their strength at a door, but they will be unable to react to whatever is lurking on the other side as they burst through."
Does this mean that is two characters try together, they automatically burst through?
Thanks.
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Deleted
Deleted Member
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Post by Deleted on Jan 27, 2013 20:13:43 GMT -6
The rules don't say. Personally, I would give add +1 to the die roll to open doors if an extra person were helping.
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Post by waysoftheearth on Jan 27, 2013 22:25:17 GMT -6
It's open to interpretation.
The referee could rule all sorts of things, including... a) Allow automatic success, b) Check two dice simultaneously (one for each of the PCs), c) Throw one die adjusted by +1, d) Throw one die with cumulative odds of success...
I prefer option b).
FWIW -- my take on breaking down doors is that the players only get one shot at it. If the first attempt fails to break it down, then no further attempt of that kind will succeed (until circumstances are substantially changed). I.e., the party members should not benefit by lining up one after another, systematically testing their strength until someone gets a lucky roll.
The players should be allowed another roll each time they think of something new to try. I.e., one PC tries to kick the door down alone. Then tries it with his crowbar. Then two PCs try it together. Then the group tries a battering ram. Then the wizard tries a knock spell.
So long as they continue to escalate their efforts they should be allowed another roll. Otherwise, no roll is necessary -- that (whatever it was) has already been tried and the original result is applicable thereafter.
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Post by Vile Traveller on Jan 28, 2013 0:03:16 GMT -6
I allow unlimited tries to bash down doors, because there already penalties built into the situation. Every try takes time, every try makes noise, and every try is likely to attract the attention of nearby residents or wandering monsters.
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Post by talysman on Jan 28, 2013 0:50:36 GMT -6
My interpretation of the (original) rules is that the roll is to see if the character can kick or bash open the door in one try, thus potentially surprising those on the other side. If the roll fails, I just figure out how long it takes. I base this on the section of U&WA's shipboard melee rules which mentions that ten men can break down a door in one turn, presumably with a battering ram.
My conclusion is that three men in a dungeon could bust down a door in 3 melee rounds. That's more than Delving Deeper allows, but it does mean that if there's a one-third chance for one man to kick open a door, you could double the chance for two men and thus three men (triple chance) would be automatic.
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Post by waysoftheearth on Jan 28, 2013 3:59:40 GMT -6
That's more than Delving Deeper allows, but it does mean that if there's a one-third chance for one man to kick open a door, you could double the chance for two men and thus three men (triple chance) would be automatic. It depends how you like to work it. Rolling at least one 5+ on three dice, for example, is not assured. But each to his own -- it's your game For me, I don't like anything to be assured. IMHO it heightens the sense of mystery and foreboding if there are some doors that can't be opened -- yet. The players can't be certain that a passage or section is entirely cleared if there are a few doors they can't open. And they won't know why they can't open a particular door... is it enchanted? Barred against them? If so, why? Every unopenable door is a mystery to be solved. Each leaves opportunities open for the referee, and is an incentive for the players to return later and stay on their toes in the meanwhile.
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Post by Sean Michael Kelly on Jan 28, 2013 5:26:11 GMT -6
I allow unlimited tries to bash down doors, because there already penalties built into the situation. Every try takes time, every try makes noise, and every try is likely to attract the attention of nearby residents or wandering monsters. This is essentially how I run it. One try per PC, but after the first attempt there's a wandering monster check with each successive attempt. (unless what's already behind the door or behind them predicates the situation.
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idrahil
Level 6 Magician
The Lighter The Rules, The Better The Game!
Posts: 398
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Post by idrahil on Feb 1, 2013 20:19:56 GMT -6
Hey by the way, thanks for the responses guys
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