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6 months ago ::
Nov 28, 2012 - 11:34AM
#31
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Date Joined:
Jan 11, 2007
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It sounds like things are going realy well, very cool! I was talking with a youtube budy of mine about the differences between episode adventures, limited paths, sand boxes, and open world. The important DM skill for moving into sand boxing is distraction and delay. You must have a few scenarios ready that will fit righ into the game and that can be droped in anywhere, so if the PC's get off track you pull out one of these alternate scenarios and run that for the rest of the evening. This will give you time to flesh out any larger events or places that you may not be exactly ready for. The GM code phrase for you can do that but you wont get there tonight is "it sounds like a great idea, but you will have to do x, y, and z, before you can get there." That way the illusion of open sandbox is maintained but the party is still informed that you are not ready to run their grand plan tonight.
Heres a LINK to a few minutes of that convo if anyone wants to check it out.
Thanks for the link. I do use distraction, but like all things it doesn't always work.
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6 months ago ::
Nov 28, 2012 - 2:07PM
#32
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Date Joined:
Mar 31, 2010
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Just gather 1,000 of these: Decanter of Endless WaterWhen you open this always-dripping flask, it will release a steady stream of water, or a torrent that blasts away obstacles. Wondrous Item 2,600 gp Utility Power Encounter (Standard Action)Effect: You cause the decanter to pour forth fresh or salt water in one of three volumes. * Stream: 1 gallon. * Fountain: 5 gallons in a 5-foot-long stream. * Geyser: 30 gallons in a 20-foot-long stream. In addition to filling a container of suitable volume, the fountain function of the decanter can be used to clear dirt or light debris from an area 2 squares on a side. The geyser function can be used to break a door or other object. If you do, you gain a +5 power bonus to the check. The area in a burst 1 centered on the door or object is difficult terrain until the end of the encounter. However, the geyser creates considerable pressure, and you must succeed on a DC 16 Strength check when you use it or be knocked prone.
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6 months ago ::
Nov 29, 2012 - 11:32AM
#33
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Date Joined:
Jan 11, 2007
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Just gather 1,000 of these:
Decanter of Endless Water
When you open this always-dripping flask, it will release a steady stream of water, or a torrent that blasts away obstacles.
Wondrous Item 2,600 gp
Utility Power Encounter (Standard Action)
Effect: You cause the decanter to pour forth fresh or salt water in one of three volumes.
* Stream: 1 gallon.
* Fountain: 5 gallons in a 5-foot-long stream.
* Geyser: 30 gallons in a 20-foot-long stream.
In addition to filling a container of suitable volume, the fountain function of the decanter can be used to clear dirt or light debris from an area 2 squares on a side. The geyser function can be used to break a door or other object. If you do, you gain a +5 power bonus to the check. The area in a burst 1 centered on the door or object is difficult terrain until the end of the encounter. However, the geyser creates considerable pressure, and you must succeed on a DC 16 Strength check when you use it or be knocked prone.
LOL.
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5 months ago ::
Jan 06, 2013 - 3:28PM
#34
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Date Joined:
Jan 11, 2007
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This is more a mental note to myself, so no need to respond.
The party has a flying ship, this should make it much easier to get onto a titanic elemental volcano, or make it much easier, then on horseback.
I've givien the group a magic frost weapon and they dis-enchanted it, ditch that option for defeating the elemental titan. Didn't really want them to have a magic item anyway for this story arc, so no worries.
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2 months ago ::
Apr 09, 2013 - 3:23AM
#35
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Date Joined:
Jan 11, 2007
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I was thinking of making a few different complexity 1 skill challenges for some of the ideas suggested in this thread. How hard should I make the DC's?
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2 months ago ::
Apr 09, 2013 - 3:42AM
#36
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Date Joined:
Apr 14, 2010
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2 months ago ::
Apr 09, 2013 - 11:28PM
#37
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Date Joined:
Jan 11, 2007
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You're welcome.
My question should have read more like this,
"Should I use a moderate or hard DC to leap onto a moving colossal volcanic mountain elemental, grab hold of it and climb it's body to the head?"
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2 months ago ::
Apr 10, 2013 - 8:08AM
#38
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If the PC hits the hard DC, he or she gets what he wants or attempted to do.
If the PC hits between moderate and hard, he or she gets what he wants or attempted to do, but there's a complication. Throw that PC a worse outcome, hard bargain, or ugly choice.
If the PC rolls below moderate, an interesting failure occurs.
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2 months ago ::
Apr 10, 2013 - 1:50PM
#39
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Date Joined:
Jan 11, 2007
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If the PC hits the hard DC, he or she gets what he wants or attempted to do.
If the PC hits between moderate and hard, he or she gets what he wants or attempted to do, but there's a complication. Throw that PC a worse outcome, hard bargain, or ugly choice.
If the PC rolls below moderate, an interesting failure occurs.
That was simple, thanks. I'll build someting around that.
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2 months ago ::
Apr 10, 2013 - 1:54PM
#40
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No problem. Outside of skill checks with specific tactical rules, this is how I handle every skill check. If you have enough fictional context built up around the action being taken, the stakes become very clear and so do potential outcomes for failure and middling success, both of which can take the situation or even the whole game in new, interesting directions.
I tend to break it down for the player and ask for buy-in as well before the roll so they know what to expect.
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