Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5

Author Topic: Applying dwarfy logic to D&D.  (Read 5612 times)

Renault

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #30 on: April 13, 2010, 05:42:20 pm »

I like the idea of areas labeled for the use of the nobility, and the PCs trying to get into them thinking there is treasure in there.

There is only magma, and then, nothing.

You can screw with them even without requiring a DF style fortress.

They keep meta gaming. For me, that is a huge no-no. They will eagerly run into traps if they keep thinking like that.   ;D

My favorite is a gigantic pile of gold and gems sitting in a cave, seemingly unguarded.

The pile of gold and gems is sitting atop a huge lake of bones, just countless bones of all types. There is nothing obvious guarding the treasure. At least, until they step out from the cave onto the bone pile. Then an army of bone golems rise up from the bones on the floor. The golems can be destroyed, but there are an infinite number of self repairing, respawning bone golems.

How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D



You'd be amazed at how many PC's that simple trap has claimed. Just because there is loot there does not mean that the loot is obtainable. The loot is a trap. The way to beat the trap is to just ignore it and keep moving.

But its there! So I should be able to loot it. And there's a golem! I should be able to kill it.

Nope, not every time.

*makes a note to never ever play in a group DM's by Hyndis*
Logged

Kazindir

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #31 on: April 13, 2010, 05:52:29 pm »

I'm considering running it with GURPS, myself.

Coming soon (I wish)
GURPS: Dwarf Fortress

Slaves to Armok: God of Blood II: Dwarf Fortress: Mineshafts of Madness




Logged

Hyndis

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #32 on: April 13, 2010, 06:59:23 pm »

I like the idea of areas labeled for the use of the nobility, and the PCs trying to get into them thinking there is treasure in there.

There is only magma, and then, nothing.

You can screw with them even without requiring a DF style fortress.

They keep meta gaming. For me, that is a huge no-no. They will eagerly run into traps if they keep thinking like that.   ;D

My favorite is a gigantic pile of gold and gems sitting in a cave, seemingly unguarded.

The pile of gold and gems is sitting atop a huge lake of bones, just countless bones of all types. There is nothing obvious guarding the treasure. At least, until they step out from the cave onto the bone pile. Then an army of bone golems rise up from the bones on the floor. The golems can be destroyed, but there are an infinite number of self repairing, respawning bone golems.

How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D



You'd be amazed at how many PC's that simple trap has claimed. Just because there is loot there does not mean that the loot is obtainable. The loot is a trap. The way to beat the trap is to just ignore it and keep moving.

But its there! So I should be able to loot it. And there's a golem! I should be able to kill it.

Nope, not every time.

*makes a note to never ever play in a group DM's by Hyndis*

Think of it like a bronze colossus chained so its blocking the entrance to a treasure room. You cannot get by it, and if you try to fight it you will lose, but it cannot move or chase after you.

Self inflicted doom!  :D
Logged

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #33 on: April 13, 2010, 10:47:43 pm »

Yeah, but being chained is a hell of a lot more obvious than stepping off the bones.  Unless there's something telling the players that the golems can't follow them off the bones, the players have no reason to think that that'll solve things.  They'd only find out the hard way when (and if) they flee anyways in the face of an impending TPK.
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #34 on: April 13, 2010, 11:07:23 pm »

Portable pumps. Portable pumps. Portable pumps.
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

azrael4h

  • Bay Watcher
    • View Profile
    • My Dwarf Fortress-centric You Tube videos, part of my nominally vintage gaming channel.
Re: Applying dwarfy logic to D&D.
« Reply #35 on: April 13, 2010, 11:30:01 pm »

I now have the urge to design a campaign using a fort built in the new version of DF. If only it worked fast enough on my poor laptop!

As a modification of the bone golem trap (which I've seen before, and used before), make it a giant kitten bone golem. A Bone Golem shaped like a giant kitten.
Logged

SIGVARDR

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #36 on: April 13, 2010, 11:35:35 pm »

I would definitely love to see a Dwarf Fortress  themed D&D game on the forums.Could be played by gametable perhaps.Maps and history and traps all could easily be taken from a selection of fortresses on the DFMA.
Logged

Renault

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #37 on: April 13, 2010, 11:52:29 pm »

If that happened, I would so want to be in on that.
Logged

SIGVARDR

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #38 on: April 13, 2010, 11:58:12 pm »

If that happened, I would so want to be in on that.
Yeah,i could get in to that.
 Only in these later years of my life have i discovered what i was missing out on by getting married and the military and so forth.now i have plenty of time for D&D since all that nonsense is over.

I am Barely acquainted with the rules of D&D,so I'll not be the one that starts it,but if someone intends on doing so,I think it would gain quite a bit of interest.
Logged

azrael4h

  • Bay Watcher
    • View Profile
    • My Dwarf Fortress-centric You Tube videos, part of my nominally vintage gaming channel.
Re: Applying dwarfy logic to D&D.
« Reply #39 on: April 14, 2010, 05:09:47 pm »

Maybe someone could adapt Nisk Akath? Just tweak it by aging in several hundred/thousand years, and draw up some of the new HFS below.
Logged

NinjaE8825

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #40 on: April 14, 2010, 05:26:47 pm »


How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D

Well, I can think of several other ways whilst still getting the gold. First off, get your mage or loremaster to discern how the damn thing works - what ties them to the hoard? Once you know, pick one
A: if an intangible force tied equally to every piece of the hoard, dispell it. A hoard's no use to anyone unless they can buy thing with it without their trading partner being torn apart by golems, so there has to be a way.
B: if a magical symbol, get your pickaxes, deface it. If it's indestructible, manhandle the golems out of its area of regeneration, then destroy them (if they're physically prevented from leaving, collapse the floor. Treasure flows straight through, golems hit invisible wall).
C: if tied to a man-portable item, nab item and hide it under the homes of people you don't like.
Did I miss anything?
Logged

warhammer651

  • Bay Watcher
  • [prefstring: Attack_Attack_Attack]
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #41 on: April 14, 2010, 05:45:44 pm »


How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D

Well, I can think of several other ways whilst still getting the gold. First off, get your mage or loremaster to discern how the damn thing works - what ties them to the hoard? Once you know, pick one
A: if an intangible force tied equally to every piece of the hoard, dispell it. A hoard's no use to anyone unless they can buy thing with it without their trading partner being torn apart by golems, so there has to be a way.
B: if a magical symbol, get your pickaxes, deface it. If it's indestructible, manhandle the golems out of its area of regeneration, then destroy them (if they're physically prevented from leaving, collapse the floor. Treasure flows straight through, golems hit invisible wall).
C: if tied to a man-portable item, nab item and hide it under the homes of people you don't like.
Did I miss anything?

I'm pretty sure that a lot of those would be easier said than done. I'm guessing that it's a dungeon for mid-level players and that he has been very careful to cover all his possible exits.


I would definitely love to see a Dwarf Fortress  themed D&D game on the forums.Could be played by gametable perhaps.Maps and history and traps all could easily be taken from a selection of fortresses on the DFMA.
DO WANT!
Logged
Tell me your mother isn't a Great Old One, please.

NinjaE8825

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #42 on: April 14, 2010, 05:52:34 pm »


How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D

Well, I can think of several other ways whilst still getting the gold. First off, get your mage or loremaster to discern how the damn thing works - what ties them to the hoard? Once you know, pick one
A: if an intangible force tied equally to every piece of the hoard, dispell it. A hoard's no use to anyone unless they can buy thing with it without their trading partner being torn apart by golems, so there has to be a way.
B: if a magical symbol, get your pickaxes, deface it. If it's indestructible, manhandle the golems out of its area of regeneration, then destroy them (if they're physically prevented from leaving, collapse the floor. Treasure flows straight through, golems hit invisible wall).
C: if tied to a man-portable item, nab item and hide it under the homes of people you don't like.
Did I miss anything?

I'm pretty sure that a lot of those would be easier said than done. I'm guessing that it's a dungeon for mid-level players and that he has been very careful to cover all his possible exits.

Aside from possibly divining the magic involved, all those things can be done with absolutely no risk by 1st level characters with a pickaxe, a lot of rope, a grappling hook and plenty of greed.
Logged

Ilmoran

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #43 on: April 14, 2010, 06:22:13 pm »


How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D

Well, I can think of several other ways whilst still getting the gold. First off, get your mage or loremaster to discern how the damn thing works - what ties them to the hoard? Once you know, pick one
A: if an intangible force tied equally to every piece of the hoard, dispell it. A hoard's no use to anyone unless they can buy thing with it without their trading partner being torn apart by golems, so there has to be a way.
B: if a magical symbol, get your pickaxes, deface it. If it's indestructible, manhandle the golems out of its area of regeneration, then destroy them (if they're physically prevented from leaving, collapse the floor. Treasure flows straight through, golems hit invisible wall).
C: if tied to a man-portable item, nab item and hide it under the homes of people you don't like.
Did I miss anything?

I'm pretty sure that a lot of those would be easier said than done. I'm guessing that it's a dungeon for mid-level players and that he has been very careful to cover all his possible exits.

Aside from possibly divining the magic involved, all those things can be done with absolutely no risk by 1st level characters with a pickaxe, a lot of rope, a grappling hook and plenty of greed.

Except when the DM says you Can't, which this setup pretty much screams anyway.  Not really possible to create an endless supply of instantly regenerating anything when your playing within reasonable rules; he's pretty much only putting it in the screw with the players.
Logged

Hyndis

  • Bay Watcher
    • View Profile
Re: Applying dwarfy logic to D&D.
« Reply #44 on: April 14, 2010, 06:35:31 pm »


How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D

Well, I can think of several other ways whilst still getting the gold. First off, get your mage or loremaster to discern how the damn thing works - what ties them to the hoard? Once you know, pick one
A: if an intangible force tied equally to every piece of the hoard, dispell it. A hoard's no use to anyone unless they can buy thing with it without their trading partner being torn apart by golems, so there has to be a way.
B: if a magical symbol, get your pickaxes, deface it. If it's indestructible, manhandle the golems out of its area of regeneration, then destroy them (if they're physically prevented from leaving, collapse the floor. Treasure flows straight through, golems hit invisible wall).
C: if tied to a man-portable item, nab item and hide it under the homes of people you don't like.
Did I miss anything?

I'm pretty sure that a lot of those would be easier said than done. I'm guessing that it's a dungeon for mid-level players and that he has been very careful to cover all his possible exits.

Aside from possibly divining the magic involved, all those things can be done with absolutely no risk by 1st level characters with a pickaxe, a lot of rope, a grappling hook and plenty of greed.

Thats true.

But most people do not think outside of the box. And if someone actually did try that I would reward them with the loot.

However, everyone seems to like just hitting things with swords or launching fireballs. I always make it a point to have a non-combat solution to every one of my puzzles. A clever thief without even a single weapon could do what an army cannot.
Logged
Pages: 1 2 [3] 4 5