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  • Maxxus@sh.itjust.worksOPtoRPG@lemmy.mlHelp with racing mechanics
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    5 months ago

    To answer my own question, based on all the responses, thank you everyone, here’s what I’m thinking.

    Get a number of different colored d20s, one for each race team. At each leg of the race roll them all on the table for the players to see. Any 1s are automatically knocked out of the race, they had some catastrophic failure. Any 20s get a marker to indicate some great success or inherent skill that will grant them a bonus later.

    Then in the final portion of the race I’ll take the three teams with the most markers and put them in scene in direct competition with the Players. I’m thinking this will allow my Player’s to go hunt teams that are doing well to take then out before the final leg if they want and let them see how dangerous their competition is.








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  • I scanned through the 1e DMG and PHB, but I didn’t see anything about a base chance a trap does not trigger. These two traps, the needle and the pits, have their specifics listed in the module.

    The needle trap is always found if the box is searched, and always triggers if precautions aren’t taken. It harkens back to skill play, where the player is meant to find alternate means instead of rolling dice. It’s like how the west false entrance specifically says there’s no saving throw.

    The pit trap does have a percentage chance not to fall in, but it still triggers. Being as the pits are 10’ square I do enjoy the idea of catching multiple PCs at once. And that was possible back in the day with how turns were organized, which I’ll cover in my next post.