Saturday, 20 August 2016

Waiting Out Sleep (etc.) Non-Boringly

A good game-runner, tester, designer, stays alert to the signs of boredom around the table. Like the rules that everyone forgets, the experiences that don't lead to fun or meaning need to be identified, diagnosed and dropped.

One non-fun experience in D&D and its ilk is the use of enemy powers that take a player's character effectively out of the game. Who has not succumbed to the touch of a ghoul, the tentacles of a carrion crawler, or the icy grip of a hold person spell?

All these paralytic effects, however, last longer than the typical combat does. (Actually, AD&D never gave durations for monster paralysis, but 2nd edition has ghoul touch lasting 3-8 rounds and carrion crawler paralysis lasting at least 2 turns.) This mean the affected character is warming the bench until the combat ends. Visible boredom results.

Taking paralyzation effects out of the game is not an option for me. They're an important part of the monster arsenal, much more forgiving than save-or-die, but still scary and threatening. One of my players who was concerned that his combat-machine character might be unbalanced received a healthy reminder to the contrary, when in the midst of pitched battle a hold person spell overcame his puny save against mind magic. A relentless press turned into a chaotic retreat, with the other characters having to manhandle the stiff body of the hapless warrior. The stuff of legends!

Why wait ten, twenty, thirty game minutes for the stiff to wake up can be turned into a procedure, a very simple game.

During combat, the player rolls a new saving throw against paralyzation each combat round, keeping track of successes, and also keeping track of rolls of a natural 5 or less.

  • A natural 20 means they roll again, keeping only success. 
  • A natural 1 means they roll again, keeping only failure.
  • After three successes, the paralyzation ends.
  • After three 5-or-less rolls, the paralyzation sets in and lasts for 10 minutes.

Taking the character out of danger (by ending or successfully fleeing the combat) means the character is no longer *trying* to wake up, and takes the full 10 minutes. Also, you can rule that each roll to wake up costs the character 1 hit point. This is not terribly unfair; usually attacks that paralyze don't do a lot of damage.

This rule give s a character the potential - if very lucky - to get back into the fight almost immediately. More importantly, it gives hope and something to do in what is otherwise a deadly boring situation.