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12:00 PM
I did look up for guidelines on the gamemastery guide and ultimate intrigue about confusion, as those books have "how to"s to handle a bunch of situations as the GM, but nothing on the topic of confusion.
 
what surprises me is that it seems like no one ever though there was a problem here
when the confusion state exists since previous versions of D&D
how could that remain that vague for so long?
 
4e did clean it up I think; the Dominated condition for example only allows you to use at-will abilities
 
is there a confusion condition in 4e?
I'm aware that maybe there is no answer to my question, but I still want to find one
 
I don't think there's any Confusion in 4e, not that I know of anyway
 
@eimyr in tone, the only differences between shadowrun editions were from 2nd to 3rd, 3rd 4th and 5th follow a similar tone, a bunch of rules got simplified, specially from 4th to 5th, but the tone is similar across these 3 editions. 3rd started a "modernization" of the setting based on technologies of the real world. The dice mechanic also suffered major changes, the target number for every check is set at 5-6, and you only need to track the number of successes now.
@AnneAunyme there are many topics like that in the system to be fair.
confusion is just one that rarely comes up, and when it does, people do whatever they find best to suit their playstyle.
It's like, what are the limitations of charm person/monster? how about suggestion?
 
12:07 PM
hey there @ShadowKras
 
Illusions...how do they work?
 
@AnneAunyme When I told my boss that Apocalypse World 2nd edition doesn't really change all that much, he replied that "It's not DnD, it might not be broken enough need a lot of fixing with each edition" :P
 
hey @Shalvenay
 
@kviiri haha :D
how're things going?
 
Many vague topic, but usually they are recognized as vague ones
there are plenty of rules about illusions
 
12:08 PM
@kviiri d&d changed so much because the people behind them changed aswell.
that happens on other systems when the company behind the game changes
 
there are still vague areas in these, but you can't deny there is a effort made to reduce them
 
like i was saying, shadowrun changed so much from 2nd to 3rd because FASA sold the rights to catalyst game labs
 
in dnd5e, can I multiclass into a 20/1 something?
 
@AnneAunyme definitelly, the ultimate intrigue does a really good job at that.
 
@BlueMoon93 Nope. Character level maxes out to 20.
 
12:09 PM
@ShadowKras someday I'll read this manual
 
Multiclassing at all loses one their capstone abilities.
 
@BlueMoon93 yeah -- char level is considered to max out at 20 (the proficiency bonus table stops there, for instance)
 
@kviiri I believe some classes get their "capstone" ability prior to 20 but I may be wrong, let me check a few cases
 
The proficiency bonus table for monsters goes up beyond 20 though
 
12:10 PM
@eimyr here is a really good question asking the differences between 3rd and 4th edition shadowrun.
the guy says there was no difference in tone, but that's not true. i suspect he didnt actually check the setting books for 3rd, but stayed at the core.
it went from a punkish "we are mercenaries that will do anything for money" to an heroic "corps are evil, but we can do good"
 
@Shalvenay Some classes at least get their best abilities way before level 20.
And OTOH I don't think capstones are all that great, considering how often my campaigns end at level 20 (spoiler: not very often).
 
@kviiri yeah, Fighters get their capstone before 20 it seems
@kviiri yeah, most campaigns get terminated way before then due to scheduling if nothing else
hey there @NautArch
 
top o the morn @Shalvenay
 
"there are plenty of rules about illusions" they aren't enough, or are split all across the books.
 
how're things going?
 
12:19 PM
good start to the morning. Kids actually listened and we're out the door by 745
let's see if work continues the positive path
 
for instance, how do you define what happens if you create the illusion of an ogre attacking your enemies using silent image?
 
@ShadowKras what do you mean?
 
@NautArch we are talking about vague rules
 
hmm
RAW, I'd say that others believe it's an actual ogre (although they really don't understand why it's not making any noise).
But as a DM, i'd give them advantage on the action to do an investigation check (if they choose to do so instead of attacking/responding)
 
I don't think people would mistake it for an actual Ogre if it's only visual and came from nowhere
(Unless they're deaf, maybe)
 
12:23 PM
Nowhere can be from around the corner
illusions are illusions, would you try to disbelieve a summoned ogre?
 
@Erik in a world of summoned creatures, I don't think it's out of the ordinary even if it did just appear
@ShadowKras exactly :)
 
"an ogre appeared before you"
- "i touch him to see if he is real"
 
but a silent ogre...yeah, I"m not as inclined to trust that
 
It's not out of the ordinary to just appear; but that in addition to being silent, not smelling, and even muffling the sound of anything it interacts with, most creatures would probably assume it to be fake
 
hence giving advantage on the check
 
12:24 PM
why not? this ogre could be mute
the ogre was but an example
there are dozens of silent creatures
 
@ShadowKras not vocalizing and not making noise are different things
 
oozes, bugbears (in pathfinder they are silent killers)
and you can create sounds with other spells (ghost sound)
 
Yeah, that. There's a world of difference between not talking and not having footsteps
 
but making it's under a silence spell or something, hence the illusion still works, but my personal table rule of giving advantage on the check
 
So if i summoned an ogre and cast silence on him, you would believe its an illusion?
 
12:26 PM
Between "it might be a summoned creature under the effects of a zone of silence that just took a bath and happens to be summoned out of sight" and "the wizard is pulling your leg", I think I'd pick the latter
 
IMO, that is a good mage-killer tactic
i wouldnt trust anything other than a Spellcraft check.
 
@ShadowKras If I saw an ogre, I would assume it's real. If I didn't think it was, I would either interact with it or use an action to check. Or I could choose to ignore it if I thought there was a greater threat.
 
could be a dragon with the illusion of an ogre.
 
@ShadowKras er...what edition are we talking about?
 
could be a demon polymorphed as an ogre
@NautArch originally pathfinder, but some of those topics are valid since 1st ed
specially confusion.
 
12:28 PM
There is no need for a separate check to disbelieve. If you attack it and the blade goes through without resistance, you automatically discern it as an illusion
 
ah, okay. I'm responding with a 5e frameset, but as you say it probably stretches across the decades
 
@AnneAunyme I'm interested in playing more systems which use a deck of playing cards.
Also there are systems where randomisation just isn't an important part of the experience.
 
you can stick to the age-old tactic of "poke it with a stick"
 
@Szega is correct, that is the proper way to beat a silent image in pathfinder (interact with it), if you fail your save, you believe its real, and here the metagaming starts.
 
It could be a lot of things, but I think the lack of almost all the things that make up a real being except visual cues would be a pretty clear indicator
 
12:29 PM
@ShadowKras In 5e too. It is explicitly stated in many illusion spell descriptions
 
@Szega which is interesting...because a martial with more than on attack is much better suited to use one attack to discern rather than the whole action in 5e.
 
(It's also assuming that a Wizard can create something that convincingly moves like a real creature, which turns out to be insanely hard in the real world; we still have a hard time creating believable fictional creatures. Most D&D games kind of gloss over that part)
 
even if you believe its real, silent image will eventually prove to be a fake, because the ogre appears to be attacking, but he cannot actually hit or cause damage
 
@Erik Agreed - that's not the "correct" use of Silent Image. Hence my advantage on the check.
 
so eventually the characters will figure it out, but that may take a few rounds.
contrary to "his footsteps does not make a sound? its an illusion!"
 
12:31 PM
out of 3-4 PCs i think at least one will attack inb the first round
 
IMO, if you interacted and failed your check, its a ninja ogre!
@Szega i had situations where all pcs failed their will save
 
hmm.. if your friend shouts: 'its an illusion!', do you still have to take an action to investigate?
 
@Szega only if you think your friend is pulling your leg ;)
 
@ShadowKras In 5e, interaction with and rolling a check are different things. If you've interacted with it, you know it's fake. Done deal. If you instead choose to try and see if it's an illusion and fail...it's real.
 
Blop
 
12:32 PM
well, not real, but you don't know it's fake :)
 
@Szega in PF, if someone passes the save, they can try to communicate this, and others recieve +4
 
hey there @eimyr
 
hi
 
but they do not gain a second check
 
12:32 PM
@ShadowKras I'm not familiar with PF/4, but in 5e if you attack it and it goes through, no save is needed
 
@Shalvenay did you get anywahere yesterday?
 
@eimyr kind of went off into the weeds of theory, sadly
 
How do the rules work if another interacts with it, by the way? If you see your friend walking through it, does that mean you disbelieve it as well?
 
I see. I don't think I can help any further though
 
@Szega the caster can move the silent image at will, he could make the creature move around. And here is when the rules are vague: the illusion has an AC? if so what is it? what happens if characters attack it and they already failed their save?
 
12:34 PM
@Erik I would rule so, even if out of convenience.
@ShadowKras Roll the attack vs spell DC
 
@eimyr ah. I take it you have already seen this question of mine
 
@Erik It greats tricky there. BUt I agree with @Szega: if you see someone interact with it, then you also discern it for an illusion. but if you're engaged wth another creature, it isn't likely you saw that interaction.
 
no, I didn't. I'm not very active on mainsite these days
 
ah. because that question is basically where we left off at
 
My opinion: it has no AC, attacks automatically hit. But since your character believes he is real, he believes the creature either took damage or your attack was inneffective.
 
12:35 PM
In the end it's good proof that illusions are wonky. They are very powerful if you can BS your DM and a lot less so if you can't :)
 
@ShadowKras in 5e, the illusion has no AC. Any physical interaction with it reveals it. The AC encompasses resistance to damage, not just missing the creature. As in, "you hit it, but not hard enough".
 
@ShadowKras Only for Phantasmal Force, not for visual illusions
 
But yeah, a 1st level spell can possibly cause a lot more trouble depending on how the GM handles it.
 
@ShadowKras and in 5e, that's only for phantasmal force
 
To keep track of what each illusion can do, we have to read all of them and create limits
 
12:37 PM
@Szega jinx! i owe you a malted milk.
 
@Shalvenay You know this question SCREAMS My Guy Syndrome? Maybe not so much "My Guy" but "My Precious Coherent World Syndrome"
@Magician NO, I HAVE ENOUGH GAMES! MORE GAMES THAN I CAN EVER PL... [puts card away] STOP! I BEG YOU!
 
@eimyr well, there's something to be said for knowing you have a problem and asking about it instead of stewing over it silently, no?
hey there @nitsua60
 
@Shalvenay Yeah, but as I said, I don't think I'm capable of helping further.
 
@eimyr understandable
 
@eimyr It's got Eyes of the Stone Thief campaign book. In it, there are undead librarians, that shush players who talk louder than a whisper during the fight, doing psychic damage.
 
12:40 PM
@Magician NOOOOOOO
 
Talk about meta
 
@Magician that's actually...rather messed up if you ask me
 
@Magician Nah, I won't be getting it. I'm good with games for a while and I don't think I'd play 13th Age anytime soon
 
13th Age borrowed a lot of the good ideas from 4ed
 
I think it's definitely a way to keep the players immersed
 
12:41 PM
Fair. I certainly bought more games than I should.
I realised this when I went to buy the Trail of Cthulhu bundle, and saw I had bought it on the previous year.
@ShadowKras Designers of 4e and 3e made a game they wanted to make. It's delightful.
 
We have a name here for that @Magician: Hoarder.
@Magician yeah, based on the AMA from yesterday, 5ed didn't sound like it was the game he wanted to make.
 
Oh, it wasn't Mearls.
 
Yeah, as I've said before, if I ever have a group that wants something like a D&Desque mechanical experience, 13th Age will probably be the system for it.
 
I have a friend who recently started playing Anima. Now he's writing an AI expert system for character optimization in it.
2
I wish I was kidding.
 
so as someone who's played basically all the D&D editions besides 4e -- what's a short-ish desc of 13th Age?
 
12:48 PM
if you need a long desc, check this review.
 
@Shalvenay Do you want a tweet-length description that is not at all useful? Too bad, you're getting it.
You know how in D&D a common explanation for things like owlbears is "a wizard did it"? Well, same wizard took D&D and made @13thAge
3
 
"For me, I review 13th Age as a d20 game with an emphasis on story, medium crunch character development and combat, and ease of play. By those criterion, I will say 13th Age has succeeded admirably."
 
And there's also my review.
 
Mechanically, it takes the lessons learned from designing 4e and mashes them into a 3.5-like d20 engine with some narrative-leaning twists.
 
Apropos owlbears, I wonder if the same wizard did platypuses.
 
12:53 PM
eg, skills are replaced with self-defined phrases describing some element of your backstory which can justify being good at things.
 
I want to play a game in which magic is powered by very large diesel engines
 
@eimyr heheheh
 
@eimyr steampunk?
 
And then it does this cool thing where the raw d20 roll is analysed in multiple ways depending on your class and features to produce multiple outcomes from a single roll. Like, when a bard makes an attack he also gets to do a bardy thing, but which bardy thing depends on if the d20 comes out even, odd, 15+, etc.
 
Like, the local witch might only have a 4 litre small block engine, any competent mage sports a V8 and the royal magus gets his power from a high-torque Wartsila maritime slow-stroke.
@Erik dieselpunk
 
12:58 PM
@eimyr then what do you do about multiple working? :P
 
Sounds like the Car Wizards hack for K&T.
 
Diesel-powered magic sounds amusing. And a little necromantic, given that you're essentially burning ancient life forms.
 
@BESW no, not that, it's not about engines being for locomotion, it's to replace magic crystals with gas guzzler engines
 
In shadows of esteren, "wizards" extract their power source from fossilized matter.
there are druids and priests using spiritual and divine magic though
But a magic item is a combination of steampunkish machines and a cannister with fossilized material extracted from woods, plants, rocks or dead bodies.
 
It's a different take on "my spells are powered by the natural world"
 
1:03 PM
A short tale from our round-robin GM'd DnD: I notice that player X in our table seems a tad bored out of combat. I decided to give him some magical thing to do out of combat. I discuss this in confidentiality with another player, Y - he suggests a Figurine of Wondrous Power. So when the party slays a group of cultists, they find he was carrying a Silver Raven... which Y dibs'd for himself in a nanosecond.
(joke's on him though, the Raven won't function for anyone who's not a king of the forest... and X's character, being a bear barbarian, counts)
 
@kviiri wow. did you talk with him after?
you should make it not only that it requires that type of person, but that there is a curse property for anyone attempting to use it who doesn't have it.
 
@NautArch No, I think he just forgot we had talked about it. We had like a month's break between sessions, so I decided I'd nudge them to give it to X in-universe instead.
 
@kviiri polymorph him into a monkey for 24 hours.
 
@ShadowKras Hah!
 
@kviiri ah. I thought he was just being Not Nice.
 
1:06 PM
@NautArch He really wasn't, I think. Just forgetful :P
 
when they examine the item with Detect Magic, say it has writings saying "only a true king of the forests may summon the king of skies"
 
@kviiri at my table, it's more of an Hazy Mind problem :)
 
They also stole another magic item from a store earlier, it turned out to be a little marble statuette of a monkey with cymbals. It starts beating them together loudly if it hears a rhythm. cue hobgoblin army marching past
 
Monkey with cymbals now make me think of fallout 4.
 
1:11 PM
@Adam a couple nights ago I walked into a room in Fallout4 that was filled with them. I admit, it freaked me out.
 
hey there @TheRavenQueen
 
@Shalvenay hi!
 
how're things going?
 
[wave]
 
hi!
 
1:22 PM
@eimyr have you checked Iron Kingdoms?
 
@ShadowKras no, what for?
 
it doesnt replace magic by diesel, but it might satisfy your "heavy machinery" needs.
 
@ShadowKras @eimyr steam, not diesel
 
easily reflavored
 
very
 
1:23 PM
oh, I was just being fanciful
I don't think I actually have the time or the people to get into something like that
 
in fact, there is diesel or something similar in the setting
but its not commonly used yet
hard to extract and few people are working on it
 
so -- laying out a crypt/catacombs -- right now, I have two levels: an upper level of isolated crypts, each 5 rooms or so, and a lower level that's a canal system with a definite beginning and end (highest and lowest point) + a way to get back around from the end to the beginning (two really: one for the canal gondolas that only works on empty gondolas, and one for people)
 
Why is there a canal under a crypt?
i mean, wouldnt that make it very easy to acess them by bandits?
 
I'm trying to figure out right now how much effort I should put into laying out the upper levels (and if I should have some back passages directly between upper levels, as perhaps the navigable canal system wasn't part of the original design?)
 
if i were to design a crypt that was connected to a canal system, i would put the crypt bellow the canal level. And would design some kind of trap to flood the crypts in case an invader attempts to break in.
 
1:31 PM
the crypt is regularly visited by mourners -- so it needs to be reasonably accessible. the canals also drain the place otherwise it'd flood on its own
 
Wouldn't a flooding trap pretty much ruin the entire crypt?
 
@BESW do you know about Labyrinth?
(don't know if it exists in English, don't even know the original language of this game)
 
@Erik now that he explained how they are connected
being on a higher level is actually better
so the crypt can be flooded and drained on demand
 
Hi hi.
 
Hello
 
1:35 PM
hey there @JuneShores
 
@Shalvenay i would design the whole thing.
 
@ShadowKras OK. yeah -- I'm leaning towards having the whole thing laid out ahead of time as well
@ShadowKras how would drainage work then? would you have to have pumps dewatering all the crypt-clusters constantly? or would there be two systems of water movement, one above for transportation + trap flooding and one below for drainage?
 
If the water source is actually on an upper level than the crypt, and there is a built drainage system (the canals) under the crypt, all the crypt builders need is some way for the water to flow from the uper levels to the lower levels.
flooding the crypt is a matter of closing this connection.
 
@ShadowKras ah. the water source in this case is the fact the water table is crazy-high
hence, you need drainage otherwise the place'd just fill up on its own (like dewatering a mine)
 
So, fighting in the dark is as effective as actually being able to see.
 
1:51 PM
I think it kinda makes sense. If both side are blinded, it should roughly cancel out. Just look really stupid to a spectator.
 
@ShadowKras Or , as an answer says, it levels the playing field.
and with 5e, if there are multiple sources of advantage a monster has against you, darkness resets it back to even.
unless someone can see in magical darkness
 
i hate that rule
 
There are a few circumstances where it will have an impact. You can't make any opportunity attacks if you can't see anybody for example. And If you play with any kind of facing rules and attack blindly in the dark where nobody is standing, the DM might just have your attack auto-miss.
 
i like shadows of the demon lord approach, you have advantage? you gain +1d6 on your check. You have disvantage? you gain -1d6 on your check. A single advantage can cancel a single disvantage at GM discretion, but otherwise you roll with all of them.
 
Even without facing rules, the DM might force you to call a direction when you make an attack and give you an auto-miss if you pick a spot where nobody is standing
 
1:54 PM
I think that +1d6 rule pretty much returns all the things that the Dis/Ad mechanic was designed to get rid of
 
we play the standard rule on adv/dis, but i'd prefer to add up the adds/dis and determine a result.
I also like the interpretation of invisibility/stealth where your location is still known unless you take the hide action. But my table plays invis as "it disappeared!"
 
yeah -- tallying advantages/disadvantages I think is a middle ground between the stock 5e rule of "any advantages cancel any disadvantages" and the whole bonus/malus business from previous editions
 
@Erik it surprisingly works much better than roll 2d20, pick best/worst.
 
Works better in what respect?
 
1:58 PM
even something that causes a disvantage might not hinder your character that much. And even an advantage might not help you succeed
 
@Adam less of a debate aout what the rule is, and more of a statement of what I personally like :)
 
@NautArch i wouldnt hate it if the "all disvantages cancel all advantages" rule didnt exist.
in SotDL, lets say you are in a situation where you have advantage (the target is flanked), he is prone (another advantage), but the light conditions are bad (a disvantage). You roll 1d20 + 2d6 - 1d6 (different colors are necessary if you roll all at once, obviously).
 
@ShadowKras I think their intent with that rule was that, in general, if there is so much disadvantage or advantage that it seems stupid that one source of advantage can negate all of it, then the DM should probably just say that the task is impossible. Or if the reverse is true, then the player should just succeed without a roll.
 
the positive d6s can come up with 2 (1+1), or 12
 
One of the core reasonings behind the dis/ad system from what I've seen is that it's easy and eliminates bookkeeping :)
 
2:02 PM
But yea, i know the intent of disvantage/advantage is to keep results within 1-20
@Erik but it's one of the systems that causes most discussion at the table, along with passive perception.
 
I haven't played enough 5e to see it really cause discussions so far, so I wouldn't know :)
 
I can tell by searching for "advantage dnd-5e" on this site.
 
@ShadowKras ugh. i really think crawford bungled stuff up when he did that interview on passive perception (and other passive stats)
 
@ShadowKras At the same time, all advantages cancel all disadvantages.
 
Haha, yeah that is a lot of questions indeed
 
2:08 PM
@NautArch They bungled it up by putting it in the PHB. They should've just said "a passive check is 10+relevant modifiers. The DM uses this at their discretion" for the PHB entry and then put all of the elaboration for passive checks in the DMG. But I feel like we've been here before :p
 
hey there @Yuuki
 
I get the idea of the system, but if it was indeed simple, it wouldnt raise so many questions.
 
changing subject...
 
@Adam yeah, passive perception shouldnt have a special rule on the book
 
Yeah, that surprises me. For the most part it seems really straightforward. (Except my question on Initiative, which was more on my own "old way of thinking", I guess)
 
2:11 PM
I'm working on an idea that I had brought up before for a Cube type place the adventurers are caught in.
The rooms change position each round (or possibly within the round?), but there is a One True Path back out that the players have to figure out.
I'm not sure about how to design the clues for the One True Path home.
 
if the positions change each round, if one players find the true path and walks out, the others are left behind?
when does it change? after all creatures have acted (end of turn), or a specific initiative order?
 
It's worth noting that you can upcast Counterspell to remove any need for a check. — TVann 19 mins ago
 
@NautArch The One True Path is a direct route to the center. They'll never figure it out.
 
@ShadowKras if the party splits up and that one PC figures it out, yes - that's possible.
 
what is the meaning of 'upcast'?
 
2:15 PM
@BlueMoon93 Cast Counterspell at a higher level. It starts at 3, ut ou could use a higher level slot which might negate the need for an ability check
 
ah! got it
 
@ShadowKras was initially thinking at end of each round, but maybe treat it like a lair action? Initiative 20?
but i'd rather try and make sure the party stays together.
but the chance of splitting up and what they may do is interesting. just not sur ehow fun it'd be.
 
i assume there will be dangers on each room, right?
 
Possibly dangers in each room. No guarantee.
could be an empty room., could have traps, could have monsters. could be a room that connects to the One True Path
 
@NautArch What happens when they inevitably fail to pick up on the clues and get hopelessly lost?
 
2:18 PM
if one player is split from the group and goes into a room with possible danger, depending on the encounter thats a player kill waiting to happen
 
@ShadowKras yeah, that's why i'm not too keen on that idea.
 
if the configuration changes each round, that is bound to happen.
If you make it so the configuration is locked for a room once an exit is found, then the group can move together
 
@ShadowKras NOt unless the party purposefull splits up?
 
im thinking about movement speed diferences here, some PCs will be faster, dwarves will be left behind, etc
and if initiative order is important, the ones that already acted will be screwed if the last PC finds the exit.
 
@ShadowKras ah. Nah, i'd make sure exits are reachable. The rooms don't have to be enormous.
Could be a 20x20 space.
 
2:22 PM
There are two outcomes that worry me the most. The first is that the players get hopelessly lost, frustrated, and eventually just beg you for the answer so they can move on. The second is that the players get frustrated that they have to use their brains and can't just use ability checks to model their characters picking up on things. I don't know anything about your players so only you can determine if either of those are legitimate concerns.
Of course, your players might love the idea, but those are just the two things that scare me the most when I think about adding a maze-like section to a dungeon
 
Yeah, a wizard might have int 18, but some of us are closer to 10
 
I don't really like to force my players to think to solve puzzles in DnD, at least.
 
@Adam we've done puzzles in our games that are player solved, not character solved. This would be like that. And that's why I'm trying to figure out how to create the One True Path clues. I'm thinking there are symbols above each doorway. The correct progression of symbols leads to the Path. The incorrect leads you astray.
 
Each symbol is an emoji and the whole sequence is one long extremely rude emoji sentence.
 
@Yuuki for this group, it wouldn't be inappropriate. The harder thing is that they may "discover" the key in the middle of it. I'm not sure how that would work.
@Ben want to hop in here to help clarify your question rather than doing it in comments?
 
2:32 PM
Not sure what you mean by that.
You want them to be able to find a clue or The Clue somewhere in the Cube?
 
If the One True Path is a sequence that needs to be figured out, they may start to understand the sequence in the middle and not the start - which may be confusing. Unless it's all numbers and I just make it fibonacci.
@Yuuki right, the clues to the sequence should be in each room that has a door to the Path.
 
Okay, rather than matching an emoji to a room, you could match emojis to entryways.
The entryways change every time they choose one to go through.
 
Maybe I missed this part, but what is the cube supposed to be for? Who built it, and why did they leave clues on how to get out, and traps that kill the inhabitants?
 
Except for the True Path. Those doors in those rooms always lead to the same room. THe key is figuring out the path.
@Erik Cube was built by an evil Lich who is simply messing with the party (and their world)
 
@Erik It was built by the God of Fruit, The Chef Known Only as Tim, He Who Has Refused The Federal Bureau of Investigation.
(Disclaimer: I don't like Apple)
 
2:36 PM
hahaha
 
What reason would the players have to trust the markings and hints?
 
@Yuuki -- how'd the air-con installs go?
 
@Erik that's a good question. And maybe that's the crux of the system - to make it relevant to the players?
 
@Shalvenay Fairly easy, window A/Cs are simple, but we only got one done.
 
@Erik starting to understand the clues brings them to rooms they think they will be in - which helps lead them out. The positive reinforcement is the confirmation of decisions.
 
2:37 PM
Instead of just framing it as just a dungeon made by an evil lich, it could be a dungeon made by an evil lich to trap a good power.
And said power has created the emojis and clues to help adventurers rescue it.
 
Yeah. If you're in a room that's specifically designed to mess with you, you would probably not want to trust any part of that room.
Having another source place the hints would definitely help
 
@Yuuki That's interesting...but if the Lich trapped it, how would the good guy have been ale to mark the way out...if he knew the way out, he'd leave.
 
@Yuuki ah. does that mean you'll be unavailable for the next few evenings then?
 
@NautArch Some sort of binding that prevents the good guy from leaving.
But not strong enough that it prevents the good guy from exerting a slight influence on the surrounding environs.
 
If the center-prison-room only opens from outside, he cannot possibly leave.
 
2:40 PM
@Yuuki like he can get to the room before the Foyer, but is bound against the foyer where the exit is. Maybe he's been in so long, that he's an untrustworthy narrator and can only 'remember' some pieces of the puzzle as clues?
initially, i was thinking of this as a Ranch style MOrdenkainen's magnificent mansion - with lots of servants.
 
The good guy might not know "the way out", just how to navigate the area. He might be relying on the players to actually open the door. (He might not even be a good guy)
 
Personally, I don't think it's believable for a trap to have any conceivable way out from the inside. At least one as planned as a true path out
 
@Adam What if it's a test?
 
A test would be fine, as long as there is a good reason for them to be tested by someone/something. But a trap that has a way out is a bad trap.
 
A test requires you to trust the person giving you the test.
 
2:45 PM
have you seen the movie Cube
@Erik true, but this encounter is part of an non-standard campaign we all share DM responsibilities with. It's basically a series of not-necessariy-connected-encounters.
 
hey there @JoshuaAslanSmith
 
@doppelgreener thanks for the question about the lifeboat, lotta rep
 
I mean more those taking the test need to trust the one giving it, so in this case the characters would need to trust the lich. It's essentially the first problem again; why would the characters trust the markings?
 
@Shalvenay hello
 
@JoshuaAslanSmith how're things going?
 
2:47 PM
@NautArch the problem with basing adventures of movies or other known media, is the metagaming that follows. If that is intended, its fine. But in my experience, the "reference" is only fun to a few people at the table.
 
It also finally pushed me over the 30k rep line for RPG.SE
 
Like, my last achtung cthulhu (savage worlds) adventure was a copy of "The Thing" movie
 
@ShadowKras The reference is more to show my idea for the how it would work. While I'd like this to fit into a broader campaign, it doesn't have to. It can exist as it's own.
 
@Adam I could see a reasoning depending on the purpose of the trap. For example, some sort of power leech has captured a powerful individual. Ostensibly, the leech wants the trapped individual to be kept alive but also needs a way to consistently and reliably access the individual to leech power.
 
@Shalvenay going good, running a DW game based on darkest dungeon (video game), still wrapping up the edge of the empire game I am in
 
2:49 PM
Said access would have to be a way out since the leech doesn't want to be stuck in the trap as well.
 
to clarify, i was a player. But the adventure was so much like the movie that in the first 5 minutes after "someone disapeared", one of the PCs already called dibs on a flamethrower.
 
and the idea of a space that constantly shifting, but does have a puzzle in it to learn how to get out, was something I think my table would enjoy. It's a bit of a mind trip, there's a system to discover, and there's encounters. ALl things my table enjoys.
 
@JoshuaAslanSmith i would love to play that.
 
@JoshuaAslanSmith going alright here. working on a combat-heavy 5e dungeon to serve as my other standing dungeon
 
I'm getting the feeling that this system will work best if it isn't a conscious design by the lich, but somehow a consequence of what he's doing
 
2:50 PM
@NautArch what you're creating reminds me of wormhole space in EVE Online
 
@Yuuki What you are describing is more of a prison than a trap. Poor prisons allow prisoners a chance to get out from the inside.
 
@Shalvenay don't know much about E:O other than descriptions of battles i've read on rock, paper shotgun.
 
How about this cube being a mindscape or pocket dimension?
 
@ShadowKras That's why I started with the idea of Mordenkainen. Except not-dispellable.
 
you could explain the shifting as the entity inside it being mad
 
2:52 PM
and more than one day :)
 
@NautArch ah. well, wormhole space in EVE is basically constantly shifting as the connections between systems and to the "outside world" (i.e. known space) are formed exclusively by transient (time/mass limited) wormholes instead of permanent stargates/portals
 
so to figure out how to keep this entity focused to create an exit, you have to grab fragments of his memories
 
@NautArch however, there is a method to the madness: every system is guaranteed to have at least one wormhole leading out of it (a so-called "static" wormhole) that is replaced by a new one whenever it expires/is crushed
 
@ShadowKras and each room could be a memory? And traversing the rooms should be a timeline back to his imprisonment?
 
Yep.
 
2:55 PM
@NautArch in addition, wormhole designations and system background colors (as seen by peering through the wormhole, so to speak) can be used to figure out the time and mass limits on wormholes + what classification of space is on the opposite side
 
so the clues could be phrases, objects, portraits, names that will lead the characters out of that memory
 
@ShadowKras And above each door would be one of those clues. But to understand which clue means what, you need to explore to understand the greater story?
 
@JoshuaAslanSmith also, got a chance to DM at a local convention, which was pretty cool
 
hey guys!
 
hey there @Pyrodante, what's up?
 
2:57 PM
not much, just trying to respond to all the Planescape tags
 
ah. workshopping dungeons over here
 
@Shalvenay There's only one other unit to install, but I have a few other things taking up space in my schedule this week.
 
I found some recent tools for Planescape folks and wanted to share them :D
 
got one lich-built portal maze courtesy of NautArch and a zombie-filled catacomb that I'm working on
@Yuuki ah. when's the next time you think you'll be available then?
 
Nice, someone adapted darkest dungeon to fantasy age.
 

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