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Re: Promoting RP while adventuring

Posted: Thu Oct 06, 2016 11:22 am
by NegInfinity
chad878262 wrote:I agree with Negs... :o

I really enjoyed figuring out the path for the Minotaur Maze by myself. It was a decent challenge sitting there with my paper and balancing going through, fighting, trying to survive while also figuring out which ways got me to chests/the boss vs. which ways lead me to dead ends or in circles. Of course, I was maybe a bit underpowered the first time I tried it, but once I came back at the appropriate power level it was a fun challenge that I would recommend to anyone. :)

Haven't done the Netherese ruins except for once a long time ago and was with someone that knew them fairly well... I look forward to going back some time and figuring them out when I have a character I am confident can survive... :P
Netherese maze is not where it used to be, and honestly I suspect it has been disconnected entirely. I have no idea how to get into the area anymore, one of my characters tried to get there.

Re: Promoting RP while adventuring

Posted: Thu Oct 06, 2016 11:33 am
by chad878262
I think tfunke has the connection ready to be reinstalled. Was just waiting for Durlags to be complete/puzzles fixed etc. He would have to comment to be sure though.

Re: Promoting RP while adventuring

Posted: Thu Oct 06, 2016 12:27 pm
by Progressive-Psy
This has sorta already been suggested, but!

I would love to see an area where you had to have different stats/skills - checks.

You go into a cave, to even find the cave you need search dc 40, and to get a hint to where the cave is maybe a survival check somewhere in the area that has the cave..

You then enter the cave, and to get past the first "door" you need to roll strength, dc 24 (make it an auto 20roll, so its not gonna be a spam fest)

Next you get to a door where theres a DC 60 openlock.

Next its a door where you have to decipher a code, this requires intelligence dc 26 (auto 20roll again)

And so on..

I think this would promote grouping, since you wouldnt be able to go trough all of this on your own..

The DCs are just quick not thought trough numbers, I trust that the QC team would have a better idea about numbers. But the idea is there!

Re: Promoting RP while adventuring

Posted: Mon Oct 10, 2016 10:39 am
by AlwaysSummer Day
Traps with silence spells? Confusion traps? Just traps with strange effects in general would be fun.

Also a dungeon dedicated to killing casters. Why there is no CR 30+ Beholder that dispells even CL 30 casters with its eye beam attack is beyond me. That would be a great dungeon.

Re: Promoting RP while adventuring

Posted: Mon Oct 10, 2016 11:08 am
by Valefort
Poison traps ? We have all those deathly DC 30 poisons but they're not used much.

Traps that make you fall at a lower level into a bunch of stakes ? Separating groups, can be nasty.

Re: Promoting RP while adventuring

Posted: Mon Oct 10, 2016 12:16 pm
by Darkcloud777
AlwaysSummer Day wrote:Traps with silence spells? Confusion traps? Just traps with strange effects in general would be fun.

Also a dungeon dedicated to killing casters. Why there is no CR 30+ Beholder that dispells even CL 30 casters with its eye beam attack is beyond me. That would be a great dungeon.

Go to gray peak now . They have a pair of be holders that dispell.

Re: Promoting RP while adventuring

Posted: Mon Oct 10, 2016 12:36 pm
by AlwaysSummer Day
Not cl 30 casters though.

Re: Promoting RP while adventuring

Posted: Mon Oct 10, 2016 12:37 pm
by Shad
Progressive-Psy wrote:This has sorta already been suggested, but!

I would love to see an area where you had to have different stats/skills - checks.

You go into a cave, to even find the cave you need search dc 40, and to get a hint to where the cave is maybe a survival check somewhere in the area that has the cave..

You then enter the cave, and to get past the first "door" you need to roll strength, dc 24 (make it an auto 20roll, so its not gonna be a spam fest)

Next you get to a door where theres a DC 60 openlock.

Next its a door where you have to decipher a code, this requires intelligence dc 26 (auto 20roll again)

And so on..

I think this would promote grouping, since you wouldnt be able to go trough all of this on your own..

The DCs are just quick not thought trough numbers, I trust that the QC team would have a better idea about numbers. But the idea is there!
Sounds very much like Hilltop Ruins! (and these are so great that didn't solve all riddles in nearly two years I play)
I very much like the idea.

Bee holders! Bzz.