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Showing all 225 replies.
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Unexpected? Sure.
The party got kidnapped and teleported into a labyrinth and we were being hunted by a beholder. We knew we couldn't beat it so we were running, and eventually hit a dead end.
We knew that it was The last stand and we had to fight.
Luckily, my cleric had just developed a fifth level spell that would power up everybody, with extra hit points, attack, and damage.
The beholder approached, so I cast my spell and everybody in the party instantly goes super saiyan. Then one of the magic users activates dimension door so that I can teleport directly behind the monster and attack him in a pincer maneuver.
As soon as this happened the beholder used a prepared attack to fire his disintegrate beam.
I failed the saving throw by one point, and in one fell swoop, my joke character who managed to reach name level, Pardue, was turned into a pile of green dust.
The party offered to use a wish spell to have him brought back from the dead, but this was the second time he had died, he had reached name level, and he was happy where he ended up.
The party ended up defeating the beholder, but it was a significant loss to resources. There is now a 25-ft statue of Pardue the All-Friend, back to back with his best friend, in front of the monastery at the party stronghold.
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I have a question for the DMs in the thread: how often do you do your groups end up on different planes, do you use pre-baked destinations or RNG, and if you use RNG do you use specifically OSR resources for said RNG or do you just steal from wherever and make it work?
>>98163853
F.
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>>98164866
Pardue here. In my 20 years of AD&D I have seen other planes used rarely, and usually just for excursions.
I think there's a general feeling (at least for myself) that going to another dimension should be limited and special, or have the one new weird dimension be the focus of the game (ie carcosa)
But dont take my word for it, for my game has just broached crystal sphere travel via a magic voidship aka a 'jammer.
pic semi rel, we bushwhacked a Giff captain to steal his ship so we could pursue a thief off-world, to reclaim something she stole from us. (This was moral and justified as he was a smuggler who was not paying us taxes)
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>>98164866
Rarely, and I don't see the point of randomly generating the cosmology of the setting. Or do you mean like randomly rolling for which predefined plane they end up in? In that case I guess it would depend on the means of travel more than anything.
Typically I don't like the standard AD&D conception of planes, however. I'm more into the "using a giant catapult to shoot yourself to Mars" style.
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>>98164992
NTA. Isn't that just semantics? Listening at doors, opening doors, and finding (room) traps are all skills, even though they're not called that.
What I presume you have an issue with is players being able to choose and personalise skills, not the skills themselves.
>>98165042
For six-mile hexes, one Traveller subsector's worth of hexes: 8 by 10. I don't do three-mile hexes, they're too granular for my taste.
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>>98165089
>Isn't that semantics?
No, it's mechanics. Class features are a different category of gameplay mechanics from skills. They are not available to all classes like skills, and players don't choose them, they choose the class and get these "skills" as part fo the class. (AD&D blurs this by letting you put points into them on each level up though)
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