Timeline for How to add a deep chasm-type hazard to an encounter without risk of instant death to PCs?
Current License: CC BY-SA 3.0
8 events
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Jan 18, 2017 at 14:24 | comment | added | kviiri | A fall damage of a modest 10d6 (perfectly plausible tumble down a very tall wall) can instantly kill a low-level character without even death saves, and would still remove the PC from combat with a single fail. | |
Jan 18, 2017 at 14:15 | comment | added | Antonio Ciolino | BTW: "Death" has become nerfed in 5e. Simply let the character go to zero HP, and stabilize. A "Lucky" fall means that people go save the character, drop in a healing potion and off you go without much more than a bruised ego. | |
Jan 17, 2017 at 18:26 | comment | added | Antonio Ciolino | Understood. Making your campaign a dice-rolling session might be a bit stressful, but it might not. Definitely use separate stats though, and play to the character strength. Generally, falling is DEX as we know, and grabbing is DEX OR STR. As the DM, you can call the "moment" that the event happens and allow the player an advantage. Speaking of advantage - you are using that rule, right? Gift your players an advantage roll going into the battle - so that they get a second second second chance... | |
Jan 17, 2017 at 18:05 | comment | added | kviiri | Well that's too bad, because I'm looking for a solution that works more than once. | |
Jan 17, 2017 at 17:31 | comment | added | Antonio Ciolino | Hopefully the DM isn't re-using the same gimmick to save characters...:) | |
Jan 17, 2017 at 17:28 | comment | added | kviiri | This might be fun as a special gimmick, but wouldn't it get old when several different encounters happen near perilous ledges? | |
Jan 17, 2017 at 16:59 | review | First posts | |||
Jan 17, 2017 at 17:19 | |||||
Jan 17, 2017 at 16:58 | history | answered | Antonio Ciolino | CC BY-SA 3.0 |