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TOPIC: The Thief Adventure

The Thief Adventure 19 years 1 month ago #13

  • Gary Aswegan
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I think those that played the paladin loved the pouch - a theif would love the glowing cube - which tests a different skill set other than hand eye coordination which the thief naturally possesses.

I am all for these expansions of skill class objectives and bonuses - and I think that is why I started this thread to begin with.

Now if only the fighter could get a few perks - that is if he is not replaced by the BARBARIAN! (crosses his fingers and calls his 225 pound weightlifting brother-in-law)!

Gary
Gary aka: Grimwood, Cleric of the Western Woods CLERIC for life - I have the character card to prove it! Former owner of a Ring of Three Wishes and Jeff's finger!

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The Thief Adventure 19 years 1 month ago #14

Speaking of the Paladin Pouch, I played late Friday evening and the batteries were dead on it. Our GM did a great job of telling me when I senced evil as a result, but I had wished it worked. The lamp on the podium also had not been reset so our group was looking very puzzled at our GM when we opened it and he shouted "BANG!" Then sheepishly said "Yeah...there should have been a firework in there to make that sound." ^_^

If there is one GM per room I am sure this will not be a problem in that they will have the time to set up props again, but if you decide to stick with a single GM you might need a volunteer to go two rooms ahead of the party to make sure everything is reset and have backups of the players props.

Still, it didnt dampen the fun one bit. ^_^

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The Thief Adventure 19 years 1 month ago #15


If there is one GM per room I am sure this will not be a problem in that they will have the time to set up props again, but if you decide to stick with a single GM you might need a volunteer to go two rooms ahead of the party to make sure everything is reset and have backups of the players props.


The only thing is, unless you have a bubble(empty time slot) you have groups in those rooms. All resetting is supposed to be done during that last one minute when the dms need to have the group ushered out. So you usher out one group, try to reset as you walk through to bring in the next group. Atleast I know thats how it was in the tavern in last years module. Blue hands do try to replenish supplies. Goodness knows I'd never have had cure potions other wise if not for the 'Mysterious delivery wo/man". hehehehehe
'Whenever I feel blue, I remind myself to breathe again.'

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The Thief Adventure 19 years 1 month ago #16

The only thing is, unless you have a bubble(empty time slot) you have groups in those rooms. All resetting is supposed to be done during that last one minute when the dms need to have the group ushered out. So you usher out one group, try to reset as you walk through to bring in the next group. Atleast I know thats how it was in the tavern in last years module. Blue hands do try to replenish supplies. Goodness knows I'd never have had cure potions other wise if not for the 'Mysterious delivery wo/man". hehehehehe


Ah, I didn't know that. That does create quite the perplexing problem. ^_^

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The Thief Adventure 19 years 1 month ago #17

Personally I wouldn't fret about it too much. The set up at Indy '04 had hallways between many of the rooms. This gave a short delay to assist with reset. Perhaps this will be the case for '05. Also as a bluehand we were told to watch for tricky areas that perhaps took a touch extra to reset. Now with a constant room DM and a potentially a blue hand, rooms should reset pretty quick.

Lasty, I thought Jeff, Lance and the dungeon design crew did a great job in recognizing and designing around the fact that time is limited. Nothing was overly complicated.
Cheers, Stuart O.  + Thats the short haired, short statured, no beard, Indy Stu ...+ "Nemo saltat sobrius"

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The Thief Adventure 19 years 1 month ago #18

Here, here!

There was clearly a lot of work to make sure things went smoothly as possible. I was very appreciative of the delivery of supplies for the Tavern. Being out of food and beverage(darn dwarves *shakes fist*), gets them adventures testy enough. But No potions, No scrolls, No happy adventurers! *smiles* Much thanks for all the efforts to keep things rolling.
'Whenever I feel blue, I remind myself to breathe again.'

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The Thief Adventure 19 years 1 month ago #19

I wanted to start this topic and ask if any players see value in the Thief having more than the one thief challenge to overcome?

If it is a popular idea that the thief be able to face any one of say three possible challenges in any given room - wouldn't that add a bit to the overall Thief adventure?

... but I would think having more than three things for the Thief to train on in camp would be tough. This raises the question - should all Thief challenges be something that they train on in camp...???


I wanted to bring it back around to Gary's original concept. It is one I tend to agree with. The operation-game style trap of the past IS fun, but it would be interesting to mix it up. You could use similar electrical based construction (ie. poke a long rod through a loop to press a button inside the box. Touch the loop, complete the circuit, fail the trap. For hardcore rules, don't make the rod straight. :twisted: ). The bottom line is yes, a variety of other hand-eye/coordination tests would mix it up for playersand be as fun to attempt or watch.

On the same note, I would keep them all small and intricate. I don't think TD wants to pay the insurance to allow rogues to climb cargo net rope walls to reach the lever on high. It also needs to be somewhat physically basic enough so as not to alienate any of the various size, shape and physical abilities we all come in.

Lastly, I also agree with giving a preview of, and practice for, challenges would allow the player to get in the mindset and "warm up." I don't recall there being such a practice in the lesson (camp) room where players tried mock-combat and studied spells.

As Lee wrote in his post, the TD staff continually looks to improve game play. I've no doubt they've come up with all types of sinister and fun traps to tempt the players. 8)
Cheers, Stuart O.  + Thats the short haired, short statured, no beard, Indy Stu ...+ "Nemo saltat sobrius"

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