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exploration [2023-09-23 20:20] – [Falling damage] More explanation in footnote poems | exploration [2024-12-22 15:53] (current) – external edit 127.0.0.1 | ||
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====== Exploration ====== | ====== Exploration ====== | ||
- | ===== Dungeon doors ===== | + | ===== Rest ===== |
- | The DM may introduce special kinds of doors that follow alternate rules, but the following are good standards: | + | The mandatory post-combat rest turn does not count for the one-in-six turns the party is required to rest.((DMG 38, "TIME IN THE DUNGEON" |
- | ==== Opening | + | ===== Dungeon |
- | It's an often missed rule that all dungeon doors are difficult for PCs to open, and easy for the dungeon' | + | See [[Door]]. |
- | Any character who assisted in opening the door is in the room or corridor beyond afterward.< | + | ===== Dropping items ===== |
- | A failure to open the door means anything beyond the door is alerted to the attempt and cannot be surprised by the opening party. Additionally, | + | There are no official rules for this. The following system |
- | Door checks | + | Dropping items can trigger saving throws, especially if they are ceramic or glass. Dropping a torch has a 1-in-6 chance for the torch to be extinguished. Dropping a lit lantern has a 5-in-6 chance to ignite the oil as though a lit flask of oil hit the point of impact. |
- | ==== Doors closing | + | ===== Falling damage |
- | Dungeon doors always close at the end of the following round unless | + | Falling damage is 1d6 points per 10’, not cumulative.((PHB 105, and DMG 53 in the flying rules. Some say it’s cumulative. We prefer |
- | ==== Spiking doors ==== | + | ==== Surface hardness |
- | There are no official rules for this. The following system is suggested:< | + | The DMG advises that damage can be adjusted based on the landing surface, but doesn' |
- | 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' | + | ==== Thief-acrobats |
- | + | ||
- | * **Wooden doors:** 1 spike holds 2d4+1 rounds, 2 spikes holds 2d4+1 turns. | + | |
- | * **Stone doors:** Double spikes required. | + | |
- | * **Metal doors:** Triple spikes required. | + | |
- | + | ||
- | Rolls are made privately by the DM, similar to [[turning]] duration rolls. | + | |
- | + | ||
- | ===== Dropping items ===== | + | |
- | + | ||
- | There are no official rules for this. The following system is recommended:< | + | |
- | + | ||
- | Dropping items can trigger saving throws, especially if they are ceramic or glass. Dropping a torch has a 1-in-6 chance for the torch to be extinguished. Dropping a lit lantern has a 5-in-6 chance to ignite the oil as though a lit flask of oil hit the point of impact. | + | |
- | + | ||
- | ===== Falling damage ===== | + | |
- | Falling | + | The examples of falling |
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