Light
Torchlight specified as 30’ for 6 turns
Lamplight specified as lasting 24 turns (4hrs).
Dungeon Rules
Monsters can “hear noise” on a roll of 1 or 2
Spiking a door takes 1 round to complete.
Doors forced open on a roll of 5 or 6 instead of 1 or
2. Same odds though.
Failure of first attempt to open a door negates any
chance of surprising any monsters on the other side.
Doors may be burned or destroyed in 1d4 turns.
Locked doors cannot be forced.
Monsters can’t open locked doors without a key.(p35)
Discussion: These rules mostly cover dungeon adventuring aspects left vague in D&D74. It's the sort of thing referee's can make up on the spot, but it is nice to have them spelled out here.
The only fly in the ointment is the "Locked doors cannot be forced" rule. Of course they can be forced, if the players find a way. I'm sure this rule is a clumsy way of encouraging the thief class.
Discussion: These rules mostly cover dungeon adventuring aspects left vague in D&D74. It's the sort of thing referee's can make up on the spot, but it is nice to have them spelled out here.
The only fly in the ointment is the "Locked doors cannot be forced" rule. Of course they can be forced, if the players find a way. I'm sure this rule is a clumsy way of encouraging the thief class.
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