tag:blogger.com,1999:blog-5377543525075660166.post3252343547610298522..comments2024-03-26T22:17:42.458-04:00Comments on Semper Initiativus Unum: Bashing Doors Open and Other Play NotesWayne Rossihttp://www.blogger.com/profile/11347401495298367324noreply@blogger.comBlogger18125tag:blogger.com,1999:blog-5377543525075660166.post-4969981443020219612013-08-07T17:04:57.734-04:002013-08-07T17:04:57.734-04:00I haven't been, specifically because after the...I haven't been, specifically because after the initial clash it's much more fiddly to determine everything. I would do it in one-on-one or if a character with a dagger squared off against one with a spear, but as a general rule not really.Wayne R.https://www.blogger.com/profile/04118962136054206381noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-13825199546597249042013-08-07T11:56:18.416-04:002013-08-07T11:56:18.416-04:00Re: the Chainmail rules you are using. If you ar...Re: the Chainmail rules you are using. If you are advantaging the reach weapons in closing, do you follow the rest of chainmail and advantage the smaller weapons after the initial round?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-66218442955816914232013-08-05T18:52:04.583-04:002013-08-05T18:52:04.583-04:00@Fred
You could rule that way, but that's not...@Fred<br /><br />You could rule that way, but that's not the way that 3 chances at 2 in 6 actually works probabilistically.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-4099035914384169802013-08-05T17:53:39.731-04:002013-08-05T17:53:39.731-04:00Maybe I'm too simple but, if each character ca...Maybe I'm too simple but, if each character can open on a 1 or 2 and up to 3 characters can attempt to open the door. Wouldn't their chances just be additive on the d6? 1 character 2/6, 2 characters 4/6 and 3 characters have a 6/6 chance. Seems like that would be the reason for the reaction time penalty for 3 characters trying the door, as an offset to the automatic success to open normally stuck doors.Nick Linerhttps://www.blogger.com/profile/14914238550346892797noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-40295780326560070382013-08-05T07:09:35.730-04:002013-08-05T07:09:35.730-04:00I like the minor injury idea, though I'd only ...I like the minor injury idea, though I'd only have it on two successive rolls of 6.Wayne R.https://www.blogger.com/profile/04118962136054206381noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-1074917028823585152013-08-05T04:23:44.405-04:002013-08-05T04:23:44.405-04:00That was indeed a fun game. As for stuck doors, I ...That was indeed a fun game. As for stuck doors, I usually take advantage of such situations. Of course, bashing a door down is noisy (especially for those in chain or plate mail) and will undoubtedly attract attention if more than one or two tries are made. <br /><br />Secondly, rolling a 6 on a stuck door attempt can require a saving throw, with the result of a failed save possibly dislocating a shoulder or some minor injury/armor damage. The Azebronitehttps://www.blogger.com/profile/01607320519752632328noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-48121261803165290242013-08-04T19:12:38.949-04:002013-08-04T19:12:38.949-04:00Alternative idea: give doors a strength and dexter...Alternative idea: give doors a strength and dexterity score. Opposed strength checks are used for bashing, opposed dexterity checks for lock-picking.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-26982356847294494162013-08-04T19:11:40.140-04:002013-08-04T19:11:40.140-04:00I've used strength checks for this too, though...I've used strength checks for this too, though I have some regard for the character-agnosticism of the flat 2 in 6 from the 3 LBBs, paired with random encounter checks, like Gus.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-82561496412538199962013-08-04T19:09:40.740-04:002013-08-04T19:09:40.740-04:00@Gus
Do you remember The Mad God in the Well adve...@Gus<br /><br />Do you remember The Mad God in the Well adventure that I ran? I used the dungeon from Dungeon Crawl #1 for that.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-23916434571309953122013-08-04T16:40:24.568-04:002013-08-04T16:40:24.568-04:00All neat stuff. I roll a "stuckness" num...All neat stuff. I roll a "stuckness" number for the door in secret with 2d6 minimum and that's the number of of people, with extra strength counting extra, needed to open the door. If too many people push, the door flies open and they pile into the room losing surprise and initiative.Roger G-Shttps://www.blogger.com/profile/08594440701279968693noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-23427651356766510622013-08-04T16:24:31.029-04:002013-08-04T16:24:31.029-04:00Follow-up: I've found that this method encoura...Follow-up: I've found that this method encourages the party to equip weaker characters with ranged weapons so they can attempt a breach + volley combination. Occasionally, when the party fails to breach, they will immediately retreat and either ambush monsters that come to investigate, or explore another path until they can be confident of having another shot at surprise. There are also times they'll give up the chance at surprise in order to have the strongest fighters ready for action. Odrookhttps://www.blogger.com/profile/16693018140658090516noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-83758806469714193852013-08-04T16:14:40.718-04:002013-08-04T16:14:40.718-04:00I had a similar issue with doors - rolling repeate...I had a similar issue with doors - rolling repeatedly to achieve what is inevitable seemed like a waste of time and didn't serve to build tension at all. So my method is: the party can attempt to "breach" the door, using the traditional roll, which gives them a chance to win surprise against any monsters on the other side. <br /><br />If the party fails the roll or doesn't care to try, they are assumed to force the door open after a few attempts, but make enough noise and take enough time that they don't get to roll for surprise. <br /><br />As for the actual rolls, the party designates up to three members to contribute to the effort. Each character with Strength 9-12 contributes one die, each with 13+ contributes two dice. All the dice are rolled and if any succeed, the breach is successful. The characters involved in the breach don't get an action in the first round of combat, so the party has to balance the pros and cons of putting their strongest people on the door when they don't know what kind of monsters might be waiting. Odrookhttps://www.blogger.com/profile/16693018140658090516noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-29163127321202071562013-08-04T13:56:56.347-04:002013-08-04T13:56:56.347-04:00I've found stuck doors an interesting issue. I...I've found stuck doors an interesting issue. I didn't/don't mind them in play - and go with the "each failed roll means a wanderer check" - but I tend not to use them that much in my games. When I do it's more a "yes you can smash this door - it'll be noisy" and check for monsters.<br /><br />Locked doors I treat similarly, there are some doors though that are unbashable (vault style flooding hatches mostly) but once there's a magsman of note in the party the question is moot. <br /><br />Stuck doors are one of the huge number of od&d things that require random monster checks in od&d, making randoms the most dangerous part of exploration.Gus Lhttps://www.blogger.com/profile/14872819206286105195noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-63882588473338793072013-08-04T12:18:57.247-04:002013-08-04T12:18:57.247-04:00I had a similar experience with doors. It's o...I had a similar experience with doors. It's one of those rules that seems completely logical and weird. In play though, it resulted in everyone in the party, including hirelings, having to try to open every door. More comical than anything. I quickly ditched it as counterproductive.<br /><br />I would like to have some stuck doors and may need to implement a door chart.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-82145881360718942092013-08-04T11:47:43.980-04:002013-08-04T11:47:43.980-04:00Sorry I missed the game, sounds like fun.
For doo...Sorry I missed the game, sounds like fun.<br /><br />For doors, I use the 1-2 on a d6 to see if it opens easily and is not locked. If they don't make this roll, they do a STR check (roll under their STR) to force/bash down a door.matthttps://www.blogger.com/profile/04998881232495777586noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-22274403117713401792013-08-04T09:52:44.411-04:002013-08-04T09:52:44.411-04:00Always a pleasure - particularly when I get to run...Always a pleasure - particularly when I get to run OD&D. There are lots of great variants but sometimes it's just fun to go with the original.Wayne R.https://www.blogger.com/profile/04118962136054206381noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-64206342606057665872013-08-04T09:40:05.061-04:002013-08-04T09:40:05.061-04:00Thanks again for the game! Thanks again for the game! Jeremy "frothsof" Smithhttps://www.blogger.com/profile/04663928183049867947noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-50746766956506024432013-08-04T09:17:15.600-04:002013-08-04T09:17:15.600-04:00Very nice!
I like the weapon size rule, and will ...Very nice!<br /><br />I like the weapon size rule, and will use it ;)rafael beltramehttps://www.blogger.com/profile/13028259465633616284noreply@blogger.com