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Re: Newbie questions
Posted: Fri Jun 01, 2018 11:48 pm
by Hywaywolf
I think throwing a rope to someone should be pretty automatic for the average adventurer generally, but if there is a heavy wind,they are being attacked or something similar you might roll for it. Now if you were trying to throw a rope and hook it without the help of someone on top you might need roll a 10 or higher on a 20d or something like that. But the thing is you can just keep trying until you hook it so whats the point.
I use oil traps on monsters as much as I can. You can't count on them to actually walk into it but you can definitely set up a flaming barrier between them and you and then toss a few flasks behind them in hopes of trapping them between the flames while you fill them full of arrows or actually throw oil at them. splatter pattern into the front and rear fire pits can help ignite what you throw.
As for getting over open pits? Toss the dwarf.
Re: Newbie questions
Posted: Fri Jun 01, 2018 11:56 pm
by Snarkythekobold
Hwaywolf, I like your style (throw the dwarf . . .).
In the case I just mentioned, there was a crisis situation. The tower was burning and a bugbear was headed up to attack a 1st level character. I like your solution of having them roll 10 or something on a d20. I am glad that this game is open to the GM just coming up with situational solutions. Also, I think such a solution keeps up the nervousness in the situation and helps out the fun of the game.
How do players make an oil trap? Mine were just using bits of clothing that they had picked up to use as a fuse for the vial when it splattered. I am going to have look over the guide once again to see about flames on the ground. How long do they last?
Sorry for all the questions. I am a newb at this stuff but am loving all the added dimensions. I have only played Dragon Strike and HeroQuest before this.
Re: Newbie questions
Posted: Sat Jun 02, 2018 12:31 am
by Hywaywolf
the beautiful thing about electronic documents is how easy they are to search ...
A flask of oil spilled or splattered on the ground will burn for 10 rounds. Those attempting to cross the burning oil will receive 1d6 points of fire damage each round they are in it (with no saving throw in this case).
Re: Newbie questions
Posted: Sat Jun 02, 2018 1:52 am
by Metroknight
For the grappling hook and rope, depends on the situation. If under pressure like you mention tower fire and bugbear, make them roll a to hit and if they score over the number then the hook catches otherwise it is try again and again till the pressure is reduced, fire is out or the bugbear is dead or even both, then it should be an autosuccess with a just a brief description about the length of time it took.
I take this approach on most attempts for anything. I only require rolls when the PCs are under pressure and failure of the attempt could be critical to the story. Lighting a campfire, usually automatic unless they are in the middle of a blizzard and freezing to death or they are trying to create a fire with just two sticks and wet tinder on some deserted island. Even then it all depends on how the players describe what they are doing.
All depends on what you mean by oil trap? Crossbow with an oilflask and tripline? Just tossing oil flask with bits of cloth lit? Hywaywolf gave the mechanics but the rest is up to you to judge and describe or your players describe and you just judge the best you can.
Have fun and run with it but not scissors.
Re: Newbie questions
Posted: Sat Jun 02, 2018 10:25 am
by Hywaywolf
scissors would be an improvised dagger. Any legit adventurer should be able to run with them

Now, be careful tossing dwarves holding scissors.
Re: Newbie questions
Posted: Sat Jun 02, 2018 1:41 pm
by Snarkythekobold
I haven't been using the burning oil on the ground rule. I just assumed that the flames would go out in a round or two. That lantern oil must be some potent stuff!
Honestly, I'm not sure how that I feel about that rule. I was a pyromaniac as a kid and I can tell you from first hand experience that fuel and fire does not work that way. If a monster stops, drops, and oils, it would basically incur no damage. But hey, it's a fantasy game, right?
Anyways, the rule of the flames continuing to burn with definitely affect the gameplay of my little crew who has adopted the tactic of carrying tons of oil flasks and just slinging them into every room.
Re: Newbie questions
Posted: Sat Jun 02, 2018 6:01 pm
by Dimirag
The optional attribute roll rule is good to cover most rolls in generic situation, using the 1inX (the rule on opening doors for ex.) is another good one.
Re: Newbie questions
Posted: Sat Jun 02, 2018 7:20 pm
by Snarkythekobold
So . . . what about when the players go to closed doors for each room and ask to listen at the door. Can only thieves do this? Or is it possible for others to do it . . . with a less than likely chance?
I know these are some basic, newb questions but this is literally my fist time of serious RPG playing and I am functioning as the GM! My group is having fun and asking for when the next game night is, so I guess I'm doing pretty good.
Re: Newbie questions
Posted: Sat Jun 02, 2018 8:16 pm
by Dimirag
page 37
Basic Fantasy RPG wrote:
Doors
A careful character might choose to listen at a door before opening it. Thieves have a special ability, Listen, which should be applied if the listener is a Thief. For other characters, the GM rolls 1d6, with 1 indicating success. Sounds heard might include voices, footsteps, or any other sound the GM considers appropriate.
Re: Newbie questions
Posted: Sat Jun 02, 2018 8:37 pm
by Hywaywolf
if your players are throwing oil into every room then you should make sure to describe the burning of magic scrolls and ancient, valuable paintings.