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Agenda. Tumbling rules Poisonmaking rules Critical failures. DRAFT1. Changes to Tumble. Tumble should vary in difficulty. Base rules are:
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Agenda • Tumbling rules • Poisonmaking rules • Critical failures Ted talking points
DRAFT1 Changes to Tumble Tumble should vary in difficulty • Base rules are: • DC 15; tumble up to 20 feet as part of normal movement, suffering no attacks of opportunity while doing so; failure means you tumble 20 feet but suffer attacks of opportunity • DC 25 tumble up to 20 feet as part of normal movement, suffering no attacks of opportunity while doing so and moving through areas occupied by enemies (over, under, or around them). Failure means you tumble 20 feet and can move through enemy-occupied areas but suffer attacks of opportunity normally. • Recommended changes: • A roll of a 1 (critical failure) ends the tumble in the second threatened square, where the tumbler provokes the usual attacks of opportunity • +1 to DC for each opponent threatening an entered square beyond the first square entered • +8 to DC for each square traveled through occupied by an enemy (eliminate DC25 category) • A tumble through an enemy-occupied square that fails by more than 5 results in the tumble ending in the last square before the enemy (or if occupied, the last unoccupied square); the tumbler suffers attacks of opportunity as normal • DC 29 • Failure results in 3 AoO • Roll of 1 (or failure by >5) ends tumble in front of middle orc and results in 3 AoO • Note going around lower orc would be only DC 21 orc orc • DC 18 • Failure results in 2 AoO • Roll of 1 ends tumble between two orcs and results in 2 AoO PC PC orc Example 2 Example 1 orc orc Ted talking points
DRAFT2 Changes to Tumble Tumble should vary in difficulty • Base rules are: • DC 15; tumble up to 20 feet as part of normal movement, suffering no attacks of opportunity while doing so; failure means you tumble 20 feet but suffer attacks of opportunity • DC 25 tumble up to 20 feet as part of normal movement, suffering no attacks of opportunity while doing so and moving through areas occupied by enemies (over, under, or around them). Failure means you tumble 20 feet and can move through enemy-occupied areas but suffer attacks of opportunity normally. • Recommended changes: • +1 to DC for each opponent threatening an entered square beyond the first square entered • +8 to DC for each square traveled through occupied by an enemy (eliminate DC25 category) • A roll that fails by more than 10 results in the tumble ending in the second threatened square (or the last square before the enemy if tumbling through an occupied square); the tumbler suffers attacks of opportunity as normal • DC 29 • Failure results in 3 AoO • Roll of 1 (or failure by >5) ends tumble in front of middle orc and results in 3 AoO • Note going around lower orc would be only DC 21 orc orc • DC 18 • Failure results in 2 AoO • Roll of 1 ends tumble between two orcs and results in 2 AoO PC PC orc Example 2 Example 1 orc orc Ted talking points Note: This is changed to reflect the recommended elimination of the “natural 1 always fails” rule
Agenda • Tumbling rules • Poisonmaking rules • Critical failures Ted talking points
Poison rules Existing poison rules outline risks of poison use • Characteristics • Once applied (or unstoppered, etc.), poison remains potent until used • One dose affects one target; dose cannot be divided in any way • Poisons have initial effect (save v. Fortitude to negate) and secondary effect that occurs one minute (10 rounds) later (requiring second save v. Fortitude to negate) • Risks • Character has 5% chance to expose himself to poison whenever he applies it to a weapon or otherwise readies it for use. • Assassin prestige class eliminates this risk • Character who rolls a 1 on an attack roll with poisoned weapon must make Reflex saving throw (DC 15) or accidentally poison himself • Immunities • Creatures are immune to their own poisons • Non-living creatures or creatures without metabolism are immune to poisons • Oozes, plants, and certain outsiders are immune (though poisons could be concocted that would affect them) Ted talking points Note: Assassin prestige eliminates chance of exposure when applying poison, but not when fighting. Source: DMG, page 79
Poison availability Potent poisons should require rare ingredients to limit availability Poison Type Initial Damage Secondary Damage Price ------ ---- -------------- ---------------- ----- Small centipede poison Injury DC 11 1d2 Dex 1d2 Dex 90 gp Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp Medium-size spider venom Injury DC 14 1d4 Str 1d4 Str 150 gp Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp Purple worm poison Injury DC 24 1d6 Str 2d6 Str 700 gp Large scorpion venom Injury DC 18 1d6 Str 1d6 Str 200 gp Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp Blue whinnis Injury DC 14 1 Con Unconsciousness 120 gp Giant wasp poison Injury DC 18 1d6 Dex 1d6 Dex 210 gp Shadow essence Injury DC 17 1 Str* 2d6 Str 250 gp Black adder venom Injury DC 11 1d6 Con 1d6 Con 120 gp Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp Malyss root paste Contact DC 16 1 Dex 2d4 Dex 500 gp Nitharit Contact DC 13 0 3d6 Con 650 gp Dragon bile Contact DC 26 3d6 Str 0 1,500 gp Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con 300 gp Terinav root Contact DC 16 1d6 Dex 2d6 Dex 750 gp Carrion crawler brain juice Contact DC 13 Paralysis 0 200 gp Black lotus extract Contact DC 20 3d6 Con 3d6 Con 2,500 gp Oil of taggit Ingested DC 15 0 Unconsciousness 90 gp Id moss Ingested DC 14 1d4 Int 2d6 Int 125 gp Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int 180 gp Arsenic Ingested DC 13 1 Con 1d8 Con 120 gp Lich dust Ingested DC 17 2d6 Str 1d6 Str 250 gp Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha* 1,000 gp Burnt othur fumes Inhaled DC 18 1 Con* 3d6 Con 2,100 gp Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis 1,500 gp Ted talking points Note: Bolded poisons require quested or harvested ingredients Source: DMG, page 79
Recommended rules for making poisons The Craft skill can be adapted to address the manufacture of poisons • Steps to make poison • Pay 1/3 of poison’s price for raw materials • Make a Craft check for one day’s work • If check succeeds (exceeds DC of poison), multiply check result by poison’s DC. • If result exceeds the poison’s price, then the poison is complete • If not, record the percentage progress completed that day • Making a dose of poison always takes at least one day • A roll of a 1 indicates that the character has accidentally poisoned himself, and must save or suffer the effects of the poison • Example 1 • PC with Poisonmaker skill 15 attempts to make Sassone leaf residue (DC 16) • Pays 100 sp and rolls a modified 21 (6 + skill of 15) on the check – success! • 21 x 16 = 336, exceeding the 300 sp cost of the poison – the poison is completed that day • Example 2 • Same PC attempts Wyvern poison (after harvesting the needed component from a defeated wyvern) • Pays 1000 sp and rolls a modified 30 (15 + skill of 15) on the check – success! • 30 x 17 = 510; this is less than total cost of 3000, so the dose is roughly 1/6 complete • Each subsequent day requires an additional roll – note that making the more powerful (and complicated) poisons is a risky and lengthy endeavor! Characters who continue to invest in the skill can make the difficult poisons in fewer days. Ted talking points Note: Adapted from Craft skill, PH 65
Agenda • Tumbling rules • Poisonmaking rules • Critical failures Ted talking points
Skill use rolls The current rules regarding skill use do not provide for risk, if the DC of the task attempted is lower than the skill level of the character “To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any other miscellaneous modifiers the character has, including racial bonuses and any armor check penalty. The higher the result, the better. A natural 20 is not an automatic success, and a natural 1 is not an automatic failure.” Player’s Handbook • No chance of failures while: • Tumbling with one hit-point past a dragon!? • Using Disable Device on a death-gas trap!? • Tight-rope walking over a pit of lava!? Ted talking points Source: d20 open source docs (PH)
Skill use rolls Several questions should be answered before we adjust the rules for failure Question Answer • Do we want to complicate the system by changing the existing rules? • Probably; already several common tasks are becoming trivial for PCs • Should any skill use rolls ever become trivial? • Yes, but only for situations where the character could reasonably take 20 for that skill • Is a “natural 1 always fails” rule adequate? • No; characters with sufficient skill should have a lower failure rate for trivial tasks Ted talking points Notes: The “natural 1 always fails” rule from combat is not directly translatable to skill use: while failing an attack in battle has little direct consequence, many skills have dramatic direct consequences of failure that make a 5% minimum rate of failure too great.
Skill use rolls A roll of a natural 1 on a skill use check should be a threat of critical failure • A roll of a natural 1 on a skill use check requires a second check at +20 DC • If the second check fails (or is also a natural 1) then the skill check fails • Otherwise, the skill check succeeds • Example 1: Gondal (Concentration 27) attempts to cast a magic missile defensively (DC 16) and rolls a 1. His second roll is against DC 36, but he rolls an 11 (11 + 27 = 38) so still succeeds. • Example 2: Hernando (Climb 20) is scampering up a simple brick wall (DC 15) to avoid an angry Kliff and rolls a 1. His second roll is against DC 35, and he unfortunately rolls a 7 (7 + 20 = 27). Time for another CON check! • Note that if a character can reasonably take 20 on a skill check, even a roll of a natural 1 does not fail • Question: Should some skills still fail on a roll of a natural 1, or can this rule replace exceptions? • E.g. tumbling Ted talking points Source: d20 open source docs (PH)
BACKUP Ted talking points
Poisonmaking rules When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he suffers the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw. One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way-if the vial containing it is left unstoppered, for instance-remains potent until it is touched or used. Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary. Type: The poison's method of delivery-ingested, inhaled, via an injury, or contact-and the DC needed to save. Initial Damage: The damage the character takes immediately upon failing his saving throw against this type of poison. Ability score damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes. Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Loss marked with an asterisk is permanent drain instead of temporary damage. Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. Perils of Using Poison A character has a 5% chance to expose himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must make a Reflex saving throw (DC 15) or accidentally poison himself with the weapon. Poison Immunities Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures without metabolisms are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them. Ted talking points Note: Assassin prestige eliminates chance of exposure when applying poison, but not when fighting. Source: DMG, page 79
Skill rules Skill Checks To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any other miscellaneous modifiers the character has, including racial bonuses and any armor check penalty. The higher the result, the better. A natural 20 is not an automatic success, and a natural 1 is not an automatic failure. Retries In general, the character can try a skill check again if the character fails, and can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. Some skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless. If a skill carries no penalties for failure, the character can take 20 and assume that the character goes at it long enough to succeed eventually. Time and Skill Checks Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move-equivalent actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks are not actions. Other skill checks represent part of movement. The distance the character jumps when making a Jump check, for example, is part of the character's movement. Some skills take more than a round to use, and the skill descriptions often specify how long these skills take to use. Practically Impossible Tasks In general, to do something that's practically impossible requires that the character have at least rank 10 in the skill and entails a penalty of –20 on the character's roll or +20 on the DC (which amounts to about the same thing). Practically impossible tasks are hard to delineate ahead of time. They're the accomplishments that represent incredible, almost logic-defying skill and luck. The DM decides what is actually impossible and what is merely practically impossible. Extraordinary Success If the character has at least rank 10 in a skill and beats the DC by 20 or more on a normal skill check, the character has completed the task impossibly well. Ted talking points Source: d20 open source docs (PH)