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| #1TimpookieFeb 03, 2015 6:51:07 | I want to know because in my current homebrew campaign the PCs are in a fight agains an infamous mercenary who's warhammer they stole and they're now chasing him, but he found his potions of healing in a chest in another room as kobolds distracted his opponents, throwing the empty bottles on the floor to deter his enemies.
I think it should be 1d4 and slowed but it might be 1d6 and slowed or just a constant number (Like getting hit by the club of a human rabble is always 4) and slowed.
The reason I ask here is to get a second opinion on the matter, as I have plenty of time to reason it out (Game's not 'till the weekend) and I'd want to get as good a diceroll as possible for this.
Unless it turns out that the PCs were wearing shoes, in which case I'm wasting everyone here's time. But I know that at least the wererat isn't wearing shoes. But he's dead (I think). |
| #2TimboramaFeb 03, 2015 7:30:39 | Imitating Caltrops is the simplest method, to me. I suggest that. Perhaps just alter it by saying it works against anyone not wearing heavy armor (since heavy armor likely means heavy shoes!), so even if they say "I have my flip-flops on!" they'll still get cut.
If they're particularly high level, though, 1d6 or even "you take 5 damage" might give you the extra "oomph" you need to make it particularly threatening to those involved. Perhaps a check could be used if they move in the glass to avoid being slowed. Or they can treat it as difficult terrain to avoid damage if they see the glass (effectively slowing them, anyway). Though since they used to be potions of healing, a quirky idea is the glass causing no damage since it heals them, but boy it still hurts (causing them to slow, due to the pain)
But simple caltrop mechanic is simple. A fine annoyance! |
| #3ImaculataFeb 03, 2015 8:05:56 | Depending on their level, you could also give the players 1 level of bleeding for each round that they move through broken glass. The bleeding would stack, so after 1 round they lose 1 hp, but after 2 rounds of walking through glass they'll lose 2hp per round. This effect would last until they've received healing. |
| #4DM_CraigFeb 03, 2015 8:06:38 | I agree with Timborama. They essentially serve the same purpose as caltrops. Instead of adding an effect, just make the square with the broken glass difficult terrain with damage taken by anyone not wearing heavy boots. |
| #5BuddhaKaiFeb 04, 2015 4:12:21 | Using Caltrops is a good idea, but lets assume you want a different feel. Caltrops are usually made of metal, and would behave like a metal object, in this context dealing damage and then "vanishing". The PC steps on a caltrop, takes minimal damage, then walks off the caltrop. Caltrops are made to slow movement to create a larger gap between people in a chase. Glass shard friggin hurt and kill your foot.
My good poster, you want shards of glass, a substance that acts and behaves way different;y than a metal spike.
Shards of glass deal no damage if the PC is weraing a hard leather sole, a boot or something like that. However, PCs werring boots of leather or plate mail make traversing the glass more of a pain for PCs without like protectin- the glass would shatter more and more if a heavy object or person in plate armor walk over it first, possibly trailing glass into other squares.
Wearing foot wraps made of cloth, socks or sandals, a glass shard can be expected to deal minimal damage, 1 point at most, then wouldn't bother the PC any further.
On bare feet, no protection, a PC should expect to take 1d4 damage upon stepping on the glass, then be reduced to half their total move speed. For every move they then take with glass in their feet, a PC should take minum damage, 1 point at most. Glass digs into your foot, constantly cutting away, much different behavior than a metal spike. Glass digs in, causing bleeding, great pain, and possibly serious foot injury. This is all explaind by glass shards dealing 1d4 damage when walked over, reducing movement by half, and then dealing 1 point ffor every 5 foot square the PC movers through, trailing blood the whole way, making it super easy (DC5 or 10) for someone to track them. It should then be easily romoved durring a short rest, or in one round for every round the PC took walking with it in their feet. (if they walked with glass in their feet for 5 spaces, then it takes 5 rounds to rmove the glass shards. Plural, shard(S). Unlike a caltrop, you don't step on just one shard of glass, unless there is literally a whol window paine and a PC steps on it, but then that would shatter into many pieces and those pises would get stuck in feet.
And of course, a DC10 or so dex check or acrobatics should be enough to evade the glass if carefully walked around, or if you have a "mind over matter" type of player or Monk, a DC 10-15 Wisdom save for each step they take in the glass.
Watch Die Hard, the first movie in the office building, or search for the glass scene on youtubes. You'll get a good idea of how glass behaves when it's imbeded in your foot. |
| #6Book5Feb 09, 2015 10:51:53 |
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