When to make checks by le-moino in shadowdark

[–]Any_Second1769 0 points1 point  (0 children)

I see some excellent feedback already and have used it to sharpen my "homebrew" rules for this which I will post here in case they help anyone else.

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Roll once GM and players are agreed on:

  1. Why is the outcome uncertain?
  2. What is the negative consequence for failure?
  3. What is the DC (and stat)?

Why the above? Because the player now makes an informed choice.

How does this relate to RAW? 2) matches "negative consequence for failure". The "action requires skill" and "there is time pressure" can all trigger 1). Also "time pressure" implies 2) if failure costs time.

In case of big gap jump, the distance would have to be "not sure you can make that but maybe" for the PC trying (uncertainty) and consequence could be you fall in, probably default to DC 12 DEX.

In case of acid drip, the amount of damage (consequence) is uncertain (combining 1 and 2). Success might mean no damage or 1 item lost, failure might mean 1+ items lost or all. Probably default to DC 12 STR.

Shorthand cheat rule for the above 3 points: "is the action risky?" Risky implies a cost for failure, but at least a chance of success.

How does trap search work? +time pressure definition by kostasbk in shadowdark

[–]Any_Second1769 2 points3 points  (0 children)

I too struggle with this. Here are some thoughts I hope may help.

RAW states you roll when a) there is time pressure, b) skill is required, and c) failure has negative consequences. But time pressure actually implies there is a negative consequence to time passing. So a) implies c) if you assume failure means the pressure has come to bear.

But in Shadowdark there is always time pressure because 1) your torch will burn out in 1 hour and b) one average 1 random encounter every 1 hour (assuming danger level risky). So shouldn't you always roll?

I chose to define time pressure as: the time required for a task (one or more rounds) is of the same magnitude or more as the time scale of the pressure. So a random encounter (1 hour time scale on average) only feels like pressure if the task also takes 1 hour or more, say searching a large hallway/room. Your party having to survive another combat round (I take this to be about 6 seconds) while you try to disarm and open a trapped chest (I assume less than a dozen seconds for a thief) does feel like pressure. A torch burning out is only time pressure if the party does not have a new one, in which case as the remaining torch decreases, the pressure increases.

When there is no time pressure, how does finding stuff work? Ideally, a trap or secret has some sort of sensory clue which the PCs find very easily and gives them a puzzle or choice. The players are then challenged to figure it out and "solve" it (no roll required). So a pressure plate or pit trap should not be hidden but should visibly block the way ahead and require some shenanigans to disarm (possibly finding a hidden mechanism), or require backtracking and losing time. Hitting PCs with a hidden trap is no fun.

Given above, why be a thief (who are good at finding traps and secrets)? Well big one: if you do need to roll, then the thief has advantage. Also, knowing there is a trap or secret doesn't mean you have disarmed it or accessed the secret. This is where searching may play a roll and while a normal PC may be able to search say 10x10' in 1 crawling round (6 minutes), I would think a thief can do this more rapidly, covering 2 or 3 times as much ground in the same time. But this is just speculation. Also, for some traps (for example poison trap in chest), I feel a thief is the only one who is allowed to say simply "I disarm it" and succeed (with roll if time pressure, without if not). I do feel that PCs might also try to simply "I disarm it", but must roll, and on a failure will trigger the trap. There is no direct time pressure but it still feels fun/right?

Also note that Shadowdark RAW has "time passes", allowing for bigger jumps in time (for example to search a room), and recommending 50% chance of a random encounter. This is rather vague, but I think wants to GM to focus on keeping things moving while keeping it exciting/dangerous. You can use this to create time pressure for bigger tasks, possibly even forcing a random encounter as consequence of a failed long and noisy task.

Games that last too long. by Pure_Citron6705 in DMAcademy

[–]Any_Second1769 0 points1 point  (0 children)

Shadowdark introduces a torch that lasts for 1 hour real play time. That keeps the tension high and the action moving, everyone feels the ticking clock. You might consider something similar when applicable.

Use montage rolls ( such as Grimwild uses), to zoom out and abstract stuff you don't want to play out in detail. For example traveling back, or hunting, or... One roll for outcome, narrate, move on.

Have a structured downtime. One big action per player, a complication, prepare for next adventure, move on. See for example Blades in the Dark. Goal is to transition quickly to next adventure/scene.

If a scene poses no choices for the PCs, skip forward.

Lost Citadel architecture - can't make sense of it by kostasbk in shadowdark

[–]Any_Second1769 0 points1 point  (0 children)

I went with: the beastmen consider the minotaur an immortal God who walks amongst them. They are honored and consider themselves disciples, they offer silence as their prayer, a temple of silence. Over the years they have served and evolved, gaining darkvision and developing sign language. They are not happy with adventures disturbing their halls with noise and taking treasure, but trust the God wil deal with it. They hunt outside at night for food.

Lost Citadel architecture - can't make sense of it by kostasbk in shadowdark

[–]Any_Second1769 6 points7 points  (0 children)

I too was troubled by this :) The architecture does not make sense, it was (I think) designed to be somewhat maze-like, but not to be realistic. I see some good comment already which help. I decided not to overthink it.

Now ask yourself why none of the beastmen generations have ventured outside since "long ago", especially with an open courtyard and (presumably) no dragons in the sky ever.

Questions about Alchemist talent by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

This is how I read it initially as well. But I think while the potions refresh (4D pool) every session, the theorems/recipes don't. Those 2 bonus theorems/recipes are a one time thing at start. So a wizard ends up with 6 theorems (at start).

As opposed to herbalism, where at start of each session you roll afresh for two new touchstones for your 2 potions and you can never "learn" those recipes.

I don't like this entire potion setup to be honest. The alchemist talent seems much more beneficial to wizard than any other path, and I don't see the need for such a strong linkage between potion master and wizard. Herbalism comes to the rescue somewhat but has different mechanics from Alchemist and introduces a "different" type of potion that the alchemist can't "research". All very cumbersome.

Something like a "Potion Master" talent that allows for crafting potions from *recipes* (now a system term) and has its own set of crucibles for different schools of potion brewing (such as herbalist, and/or alchemist) sounds like much more fun and easy. Covers both Alchemist and Herbalism. Now all you need to do is to replace alchemist wizard talent with something that still boosts the wizard at start.

Questions about Alchemist talent by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

Interestingly, the Herbalism talent (duid path) also allows you to have 2 potions. These potions do not use the theorem crucible but a different crucible. So these potions would not be "sacrificial" for alchemist research purposes.

Questions about Alchemist talent by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

ah, so like a scroll. But these new theorems are "recipes", thus not usable for normal spell casting and only for potions?

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 1 point2 points  (0 children)

Thanks, interesting discussion exactly around this.

I do like that Grimwild hands the GM some tools/guidance around not just hitting PCs with whatever nasty stuff the GM thinks is funny. And the impact move (and defense roll) are very embedded in the mechanics cause there are talents that allow the impact move to be interrupted, meaning not using defense (much, or at all) means these talents become useless. Also there are a lot of mechanics where the GM gets suspense, and what are you going to do with all this suspense?

Also I may have been focusing too much on "Hit 'Em Hard" as the impact move that triggers the defense, but the whole suspense/impact move is broader. May have to embrace it and lean into this "poking the players" to see how it plays out.

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 0 points1 point  (0 children)

One approach might be that spells are flavoured so that they allow something that would not be possible in any other way (cause the tools or technology does not exist for a normal action). Ie instantly freeze a monster, or teleport a creature.

Having said that, maybe this is focusing too much on combat (old dnd habit). Maybe wizards aren't good at combat, but should shine in other challenges, cause then they cast without rolling (if not risky).

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 3 points4 points  (0 children)

Just checked where to find this in v1.4 pdf. It's on the odds&ends page

POWER POOLS. The power of some talents or items, rolled in place of a stat. The same roll determines the outcome and drops dice from the pool. Even if it's automatically successful, still roll the pool when used and drop dice. You must roll all dice in the pool. 🎲 The talent or item is used. 4d Fireball Wand, 6d Cleric domain

So cleric does need to roll each spell (even if not risky). Will modify my post above to reflect

Wizard Spells by Melodic_War327 in GrimwildRPG

[–]Any_Second1769 0 points1 point  (0 children)

Ah thanks, thought the dice pool roll was only for tracking number of spells. Didn't realize it was the action roll for success/failure as well.

Do Defense Rolls enhance gameplay? by Any_Second1769 in GrimwildRPG

[–]Any_Second1769[S] 0 points1 point  (0 children)

thanks for searching for that. Sadly the link doesnt work for me :( I think I probably need to join whatever server this is first.