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Post by adamsouza on Mar 20, 2016 16:36:01 GMT
It's amazing how little things that aren't game stat related tend to define a character.
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Post by bluecloud2k2 on Mar 20, 2016 17:59:50 GMT
Indeed.
Friend of mine played a necromancer with OCD (couldn't stand dirt or filth) so he only animated skeletons (never zombies).
He even animated a skeleton to carry him through the swamp so he wouldn't get dirty.
I once played a Warforged Knight that was all but emotionless, but had a fondness for kittens and breeding orchids. The fondness for kittens was displayed when a house caught fire and we had been told the cat belonging to the little girl that lived there had just had kittens. So I rushed into the burning house and emerged with a basket of kittens.
The artificer in the party was berating me while doing repairs. "What were you thinking?"
My answer: "But... Kittens!"
Then finally there was my half-elf ranger who enjoyed fine cuisine. He did the cooking while we were traveling and every meal was a gourmet feast. "After you get done healing my wounds, I wish to harvest the rump from that Bullette. I will get some fresh cream from the next farm and tonight we shall dine on Crem Bullete!"
And wow I totally derailed this thread.
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Post by DnDPaladin on Mar 21, 2016 1:36:25 GMT
mimic sized room... thats awefully boring... try entering in a room in 2E where the walls are living walls, the floor is aliving floor and the ceiling is a living one too. now you got the whole room fighting over to see whos gonna eat you first ! by the way... www.headinjurytheater.com/article73.htmultimately the raggamuffyn is the most fun of roleplaying opportinities.
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Post by bluecloud2k2 on Mar 21, 2016 1:49:47 GMT
That is quite possibly the most horrifying and scary idea I have ever heard of.
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Post by DnDPaladin on Mar 21, 2016 1:58:10 GMT
bluecloud, read the article i posted... i edited my post... that room really existed in some d&d campaign ! why do you think most d&d players are paranoid ? because some fuck DMs thought it was great to make such rooms and some other fuck DMs thought it ws great to punish his players by making tomb of horrors.
hint: both DMs who did this, were gary gygax !
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Post by bluecloud2k2 on Mar 21, 2016 13:04:48 GMT
I thought it sounded familiar.
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Post by onethatwas on Mar 28, 2016 0:59:40 GMT
I have been developing a long and drawn out nightmare for players involving an Unending maze (that is, it has no purpose, is just long and a death trap) with sections of it comprised of narrowing corridors that are made of living walls. Because they face each other, an attack against one triggers an Unending barrage of missile attacks (living walls attack when attacked, and a missed missile attack from one will trigger the other to attack) until anything living is dead.
It is also filled with Yellow Musk Creeper zombies...because the Zombies do not count as undead nor do they count as living creatures that a living wall would subsume...and anyone who is familiar with living walls knows that Zombies don't live nearby. So when they see shambling "zombies" walking about in the vicinity of a living wall...
Then of course, you could also do flesh golems, stone golems...
Toss in a black pudding and a few dark mantles in blackened rooms, and bam.
Yes, I am sadistic.
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Post by DnDPaladin on Mar 28, 2016 23:16:37 GMT
i'm such an anti-maze guy... mainly because of really bad experiences with players trapped in them. they usually let me know they dont want to deal with a maze. but in this case im wondering the end goal here... trapped in nightmare huh ? i wonder what made them get trapped and whats gonna happens to them. aside from being devoured by living walls.
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Post by onethatwas on Mar 31, 2016 18:50:40 GMT
The cause is simple: They wake up there. There is a reason for this, but we will get to that.
The end goal? To escape the maze, just like any other maze. Yes, it is a nightmare, and they may very well die. If they somehow escape, there is the matter of a lich at the end (and we all know how hard liches are to destroy).
The thing is, most DM'S overthink mazes. They construct an actual maze, and set up traps. Then, when a clever player says, (I turn right...always turn right. Never left), it is like a foregone conclusion that the maze will be overcome. Boredom for players, frustration for the GM.
No...instead, set up a graph paper with 6 blocks (5x5) and construct miniature mazes in these blocks. Each miniature maze has to have at LEAST two exits, but no more than 4 (I tend to give each maze 4 exits, one in each direction).
At least one (but no more than 2) of these mazes have to have a room or feature that is very obvious...a statue along a wall that has a broken arm for instance.
Now number these miniature mazes 1-6. Each time a player goes through one of the exits, roll a d6, and then choose where they pop up in the maze that correlates with the die result.
Yes, this creates an unmappable maze. You are welcome.
Now, pick a number greater than 4 and lower than the sanity threshold of your players. I suggest 8 myself. Each time they pass the object you created in one of those mazes, they get one step closer to the end of the maze. Once the hit the target number of passes (and not walking back and forth...they have to "appear" in the mini maze as a separate instance for each "pass") they exit into the area where your big bad is.
As for the living walls, traps, etc...that is totally random (I roll on a specially made encounter table each time they arrive in a new mini maze).
The key is to treat it as a non-linear path to get to their target location. What happens in the maze? Who knows!
Now if they die...they die. If they beat the lich/big bad, they die.
And by "die" I mean wake up from the dream imposed upon them by a nefarious somnomancer or nightmare creature that has taken an interest in testing the limits of sanity in the group.
I did this sort of thing all the time in my Ravenloft group. They were actually working towards defeating the Nightmare Court, one of the most nefarious and powerful groups in the demi plane of dread, who were trying to collapse the entire plane into their realm (thus destroying it entirely).
...honestly it would have been better for them if they had allied with Strahd instead of Azalin...man, they were going to regret that decision like REALLY bad...
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Post by DnDPaladin on Apr 1, 2016 5:42:27 GMT
interesting... but last time i tryed the "teleporting" doorways... they were still bored. after 5-6 rooms and finding no exits... they all had their hands on their faces and i was losing them to conversation without interest between them. the biggest problems in these things are not th efact that it is a maze per say, it is that they feel like they are losing time for no reasons. exemple, you give 3 days to complete a task, they absolutely wanna finish it in a single day. reason being, no time to lose. granted my actual group is more about power gaming and being all godly then anything else. so that doesn't help at all.
me for my part, i did love mazes back then, until i got into the receiving end of them. reguardless of how many traps and combat the DM gave us, i felt like there was no achievement in the game. this is something i've been fighting against for quite some times. giving my players the feeling of advancement. going forward no matter what. i think thats a hard think to do in a maze. because a maze can get you back to the same place twice. i believe its at that point that players says, fuck we're lost and gets bored. in your scenario you seem to say they never go back on the room twice.
it prompts the question... how many mini mazes are enough ? dont get me wrong, not saying it doesn't work and all... just curious about your system and just want to know more about it.
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