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In 2013 our plans call for us to add an additional adventure to the event. There will be two consecutive adventure modules, and each module will have two variations of either a combat or puzzle orientation. The first module called “Lycans Afoot” tasks the party to travel through a dark forest in search of a tower, while the second module called “Golembane” challenges the party to reach the top of tower.

TOPIC: POd about no saves/no dodges

Re: POd about no saves/no dodges 10 years 7 months ago #37

Reading all this makes me want to volunteer as a DM next year and help out.

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Re: POd about no saves/no dodges 10 years 7 months ago #38

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Volunteering is awesome! Do it!

As far as damage reduction goes, there are several cases.

The DM could tell you the type of damage, like shock. In this case, you you have something the reduces or prevents that damage, just say so quickly and make your own adjustment.

If the time runs out and the puzzle or monster is not solved/defeated, the damage you take may be described as a certain type, but it is actually "push" damage that is not preventable or adjustable. Healing can be done in the next room.

The DM could also say the damage is of a type you have not encountered before, so it could not be prevented or reduced. An example this year is magimagnetism in the Golembane dungeon.
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Re: POd about no saves/no dodges 10 years 7 months ago #39

DantesGame wrote: I had also asked the Lycans Afoot DM in the last room about whether or not another player got any kind of saving throw to avoid being "sucked into a portal" and being instantly dead but the guy said, "No, there aren't any saving throws in True Dungeon" yet another DM said there were.


The DM should not have said there were no saving throws in TD, but in this room he was correct. No saving throw could have helped you. Dead here = dead (unless you had a Saviors Stone).
meh

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Re: POd about no saves/no dodges 10 years 7 months ago #40

A PoDD would have brought someone back yes no??? Or the lvl 5 Pally ability.
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Last edit: by jedibcg.

Re: POd about no saves/no dodges 10 years 7 months ago #41

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No, in room 7, if the boss monster or final puzzle is not defeated/solved, the entire party dies.
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Re: POd about no saves/no dodges 10 years 7 months ago #42

Incognito wrote:

Donald Rients wrote: Strange to me was Electrical Damage given "that was unlike any shcok you felt before" where our shock resistance items did not count.


That's been consistent in past years.

"Puzzle damage" is usually not prevented by damage reduction and resistance from tokens. Most of the time, the damage type is just flavor any way. If it makes you feel better, think of all puzzle damage as unpreventable eldritch damage....


What about the Ring of Warning and Ring of Dire Warning?

I also heard that the Boots of Water Walking didn't work on the "get across the pond" puzzle in the Lycans run.... If those boots don't work on that puzzle, then what good are they? I think saving those boots for that kind of puzzle is exactly why people hold onto tokens like that... so for them not to work is kind of a slap in the face of collecting tokens in the first place.

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Re: POd about no saves/no dodges 10 years 7 months ago #43

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I hear the boots of water walking were allowed to work once on Thursday then it was ruled they could not solve bypass the puzzle because of the spirits in the river/strong currents/because they didn't want the puzzle bypassed. But ya I agree that its kind of disappointing when your told you cant use your items for what they were intended.
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Re: POd about no saves/no dodges 10 years 7 months ago #44

CrowOfPyke wrote: What about the Ring of Warning and Ring of Dire Warning?

I also heard that the Boots of Water Walking didn't work on the "get across the pond" puzzle in the Lycans run.... If those boots don't work on that puzzle, then what good are they? I think saving those boots for that kind of puzzle is exactly why people hold onto tokens like that... so for them not to work is kind of a slap in the face of collecting tokens in the first place.

I'm pretty sure Jeff has explicitly stated that room challenges such as puzzles are not traps, so those rings won't help.

I agree with your assessment of the slap in the face. It's very frustrating to not be able to use supposedly useful tokens. Of course, the default explanation is along the lines of magic or otherwise special: "No, you can't water walk because this is a magical effect." "No, the Medallion of Greyhawk doesn't prevent the poison because this is magical poison." "No, the ring doesn't reduce shock damage because this is special shock damage." Completely ridiculous, and insulting to boot.

I think it'd be simple enough to allow such bypass "break the puzzle" solutions to work, just for the character who has them. Okay, so one character water-walked across the river. How does that help the rest of the team cross over? Depending on the situation, having one character beat the system might actually hurt the rest of the group.

If someone with a Medallion of Greyhawk just tries all the casks of wine until he finds the one that teleports him out of the room, okay that might help the party a lot. But in my opinion the fact that someone invested in a Medallion of Greyhawk and went to the trouble/sacrifice of using it on the adventure is worthy of a bit of reward like that. One would hope that such a player would have held off a bit though, to allow other players the fun of trying to figure out the puzzle first.

If the entire team decides to wear fizzy lifting packs because they heard there is a gorge in the adventure and they want to fly over it, why not? That would be an incredible investment and sacrifice of a lot of back slots to pull off, so I say if they're willing to do it more power to them. Of course, if 5 of the heroes fly over the chasm like that I don't know if that would make things easier for the remaining 5...as I said, it might actually make the puzzle harder to solve. And of course, there's no guarantee those with jetpacks would make it over the chasm. Perhaps flying monsters would intercept them...and the heroes would fall into the chasm as their lifting packs give out. >:)

My point is that being overly strict on such things is, I agree, infuriating. And I don't think that restricting such things in the name of consistency and "fairness" is really a good answer. But that's just my opinion I suppose. It's not my event to run.

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Re: POd about no saves/no dodges 10 years 7 months ago #45

jedibcg wrote: A PoDD would have brought someone back yes no??? Or the lvl 5 Pally ability.


In Lycan's puzzle room 7, no. There is no body to administer the potion or the ability to.
meh

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Re: POd about no saves/no dodges 10 years 7 months ago #46

So as I read this thread... what I'm really seeing is the request to do away with all equipment and item tokens in order to simplify the DM training and consistency.

I'm good with that. :P :woohoo: :evil:

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Re: POd about no saves/no dodges 10 years 7 months ago #47

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IndyHalfling wrote: So as I read this thread... what I'm really seeing is the request to do away with all equipment and item tokens in order to simplify the DM training and consistency.

I'm good with that. :P :woohoo: :evil:

*Runs and hides in the dark*


Naked Dagger run?
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Re: POd about no saves/no dodges 10 years 7 months ago #48

Garrison wrote:

CrowOfPyke wrote: If the entire team decides to wear fizzy lifting packs because they heard there is a gorge in the adventure and they want to fly over it, why not?


They have fizzy lifting packs tokens..? Where do I get those?




<j/k> ;-}~

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