| #1BendBarsLiftGatesFeb 05, 2012 0:49:02 | I might need high-gravity rules for an upcoming planar adventure. How would you model this in your game?
A pervasive effect. The ideal version for me would be a subtle one. Things would weigh more, so characters would have to feel the strain of moving in an alien, unwieldy environment.
- Double the weight of carried items. In a word: No. I don't want to recalculate encumbrance (like most DMs I barely think about it in the first place), and furthermore that's quite outside the 4e philosophy. Looking for something more exception-based.
- Attack penalties? A penalty to Reflex? AC? A bit bland, but it would represent the adjustment to your overall coordination and agility.
- Penalty to ranged weapon attacks. Very simulationy. Very 2nd Edition.
- Everyone is slowed. This would get real frustrating, real fast.
- -1 to speed. Perhaps. I might worry they'd forget about it, but it might be the way to go.
- Everyone is weakened. Also really frustrating.
- Something about healing surges to indicate the strain on stamina to move in such an oppressive environment.
A localized effect. Much easier to manage. Pockets of dense matter on the ground warp gravity in a manner that is strictly outside the jurisdiction of physics to regulate.
- Gamma World has gravity plates, a type of terrain hazard that does two things. First, if you walk into it, your movement instantly stops. Secondly, moving out of that square costs 1 extra space of movement.
- Something else... Perhaps less sharp than gravity plates. Not so much "this square is normal, this square next to it is crazy penalizing."
So far I'm leaning towards overall -1 speed penalty to everyone, and maybe localized gravity rock. |
| #2Reg06Feb 05, 2012 9:07:41 |
- Double the weight of carried items. In a word: No. I don't want to recalculate encumbrance (like most DMs I barely think about it in the first place), and furthermore that's quite outside the 4e philosophy. Looking for something more exception-based.
Is there a dwarf in the party? If so, then double the weight of all gear and make the players calculate encumbrance. This gives the dwarf a time to shine and use that racial ability. If there isn't a dwarf, then consider increasing the DC of any Strength check to move an object (actually, do that that even if there is a dwarf).
- Attack penalties? A penalty to Reflex? AC? A bit bland, but it would represent the adjustment to your overall coordination and agility.
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