Wednesday 17 August 2011

Open Doors























I've got various scribbled notes on dungeon doors, but they still need a bit more work before they are ready for inclusion in Oubliette.  This week, I got some more inspiration from news coverage of London looters being arrested.

Here's what you get when you roll a 1 to open doors:


and here's what happens when roll a 6:

These also made me think about including rules for metal rams and wrecking bars as tools in the dungeon.

2 comments:

  1. What happens if you roll 2-5?
    Or do you mean you succeed on 1, 2-5 fail but can try again, but 6 = fail and can't try again?

    How about this?

    Open Doors (1d10)
    1 = Door smashed in, off hinges.
    2 = Door kicked in, lock broken, hinges ok.
    3 = Door dented, -1 on future opening rolls
    4 = Kicked a hole in door, 1' across.
    5 = As 4, but your leg is stuck in the hole
    6 = Door shakes violently, dust comes down
    7 = Door is sturdy, you hurt your foot (1/3 movement for an hour or until healed)
    8 = Door now stuck, +2 to future opening rolls
    9 = Noise of failed door bashing brings extra random encounter check
    10 = Tried to kick door but slipped instead, fell and hurt your butt, dazed for 1d6 minutes and can't adventure until you recover.

    Add modifiers for very weak or strong doors.

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  2. Most inspiring! The article I'm planning will cover different types of doors and locks so I'll almost certainly include some revised open doors rules and maybe a table or two.

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