Demon Idol

A gamist Advanced Dungeons & Dragons interpretation.

Site Tools


door

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
door [2024-01-13 21:07] – created poemsdoor [2024-12-22 15:53] (current) – external edit 127.0.0.1
Line 3: Line 3:
 It's an often missed rule that all dungeon doors are quite large, difficult for PCs to open, and easy for the dungeon's denizens to open.((It's important to read all the dungeon door rules, which are found on DMG 97.)) All dungeon doors MUST be rolled for in order to open. Up to 3 characters can try to open a standard 8' wide door in one check -- each character rolls separately. It's an often missed rule that all dungeon doors are quite large, difficult for PCs to open, and easy for the dungeon's denizens to open.((It's important to read all the dungeon door rules, which are found on DMG 97.)) All dungeon doors MUST be rolled for in order to open. Up to 3 characters can try to open a standard 8' wide door in one check -- each character rolls separately.
  
-===== Opening =====+Base types:
  
-First determine the base chance based on the type of door:+^ Type   ^ Opening                                  ^ Breaking                                   ^ Spiking                                             ^ 
 +| Wood   | 1 success                                | 1 turn, 3 WM checks                        | 1 spike holds 3-9 rounds, 2 spikes holds 3-9 turns  | 
 +| Stone  | 1 success, chance reduced by 1           | 6 turns with tools, 3 WM checks/turn       | Double spikes needed for above effect               | 
 +| Metal  | 1 success, chance halved (rounded down)  | Impossible without magic or special means  | Triple spikes needed for above effect               |
  
-^ Type   ^ To Open                                       ^ Breaking                              ^ +Modifiers:
-| Wood   | 1 success                                     | 1 turn, 3 WM checks                   | +
-| Stone  | 1 success, chance reduced by 1           | 6 turns with tools, 3 WM checks/turn +
-| Metal  | 1 success, chance halved (rounded down)  |                                       | +
- +
-Then apply any modifiers:+
  
 ^ Door State      ^ Open Modifier                   ^ Break Modifier                        ^ ^ Door State      ^ Open Modifier                   ^ Break Modifier                        ^
 | Stuck           | Chance reduced by 1             | --                                    | | Stuck           | Chance reduced by 1             | --                                    |
 | Sturdy          | --                              | Takes 2x as long (with 2x WM checks)  | | Sturdy          | --                              | Takes 2x as long (with 2x WM checks)  |
-| Locked (wood)   | Two simultaneous 1s required    | --                                    | +| [[lock|Locked]] (wood)   | Two simultaneous 1s required    | --                                    | 
-| Locked (stone)  | Three simultaneous 1s required  | --                                    | +| [[lock|Locked]] (stone)  | Three simultaneous 1s required  | --                                    | 
-| Locked (metal)  | Only possible with STR 18/91+ equivalent or magic        | --                                    |+| [[lock|Locked]] (metal)  | Only possible with STR 18/91+ equivalent or magic        | --                                    |
 | Barred          | Only possible with STR 18/91+ equivalent or magic        | --                                    | | Barred          | Only possible with STR 18/91+ equivalent or magic        | --                                    |
 +
 +If modifiers cause an opener's chance to be reduced below 1-in-6, the door will either require multiple simultaneous successes or simply be impossible to open without magic.
 +
 +===== Opening =====
 +
 +First determine the base chance based on the type of door (above). Then apply any modifiers (also above).
  
 ==== STR 18/91+ ==== ==== STR 18/91+ ====
  
-For exceptional strength of 18/91 or higher which affords open chances of "1-4 (1)" or "1-5 (2)",((PHB 9.)) treat each of those as "steps" for purposes of reducing chances by 1. For example, "1-5 (2)" reduced by 1 would go to "1-4 (1)", and "1-4 (1)" reduced by 1 would go to "1-4".+For [[exceptional strength]] of 18/91 or higher which affords open chances of "1-4 (1)" or "1-5 (2)",((PHB 9.)) treat each of those as "steps" for purposes of reducing chances by 1. For example, "1-5 (2)" reduced by 1 would go to "1-4 (1)", and "1-4 (1)" reduced by 1 would go to "1-4".
  
 ==== After opening ==== ==== After opening ====
Line 34: Line 38:
 A failure to open the door means anything beyond the door is alerted to the attempt and cannot be surprised by the opening party. A failure to open the door means anything beyond the door is alerted to the attempt and cannot be surprised by the opening party.
  
-Door checks can be made indefinitely until they succeed, each attempt taking 1 round. +Door checks can be made indefinitely until they succeed, each attempt taking 1 round. For every three consecutive failures, a wandering monster check is made.
 ===== Closing time ===== ===== Closing time =====
  
Line 44: Line 47:
 There are no official rules for this. The following system is suggested:<sup>Ex</sup> There are no official rules for this. The following system is suggested:<sup>Ex</sup>
  
-Spiking doors takes round per spike and makes noise, triggering a wandering monster roll for every spike. Spikes are not recoverable. A monster can remove spikes instantly, effectively ignoring them and operating the door normally, regardless of the monster's size+  * Spiking doors takes a number of spikes as indicated in the table at the top of this page. 
- +  * 1 round is needed per spike
-  * **Wooden doors:** 1 spike holds 2d4+1 rounds, 2 spikes holds 2d4+1 turns. +  * Each spike triggers a wandering monster roll. 
-  * **Stone doors:** Double spikes required. +  * Spikes are not recoverable. They are one-time use. 
-  * **Metal doors:** Triple spikes required.+  * Monsters can ignore spikes, regardless of the monster's size.
  
-Rolls are made privately by the DM, similar to [[turning]] duration rolls.+Duration rolls are made privately by the DM, similar to [[turning]] duration rolls.
door.1705180065.txt.gz · Last modified: 2024-12-22 15:53 (external edit)