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Hiya.<br>
<br>
The "fun" in the second method is simple; timing and drama. Using
it, it will automatically create tension and drama. The dice provide
the chance, the PC's provide the means, and the other players all
sit there at the edge of their seat as the player throws his dice
down trying to roll as high as he can so he can break down the door
and flee before the slow-moving but horrid beast slithering down the
hallway gets to him.<br>
<br>
With the first method, there is a LOT less "excitement"; if you
don't break it down, you never will. It's total success, or total
failure.<br>
<br>
First Method: "You see the doorway! Rushing ahead you throw your
shoulder into it! With a loud thud, you find it holds fast. The
horrid creature slithers closer and closer...and eats you".<br>
<br>
Second Method: "You see the doorway! Rushing ahead you throw your
shoulder into it! [player dice roll, damage subtracted from door]
With a loud thud, you find it still holds! The horrid creature
slithers closer... Another rush at the door! [player rolls dice,
figures damage] It creaks and cracks a little, but still holds! The
creature is almost upon you, the stench of it's slimy coating
stinging your nostrils. One last try, you shove with all your might!
[player rolls dice, damage subtracted] With a mighty CCRRRAAACKK!
The door's hings buckle and you fall into the area beyond! The
monster moves ever closer towards the now open doorway..."<br>
<br>
I prefer the second method myself. :)<br>
<br>
^_^<br>
<br>
Paul L. Ming<br>
<br>
<br>
<br>
<div class="moz-cite-prefix">On 01-May-14 11:38 AM, Melkor wrote:<br>
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<blockquote cite="mid:340B05DF1C1.00000B26mttdicor7@inbox.com"
type="cite">
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In our previous session at P&P (last tuesday night), my
players faced a closed door and they wanted to try to open it in
some way or smash it.<br>
<br>
Now, we know that the rule for doing so is found at page 14 of
book I, but i noticed for the first time that the two different
options for doing this are VERY different and they seem to embody
different perspectives on the author's part.<br>
<br>
I mean, the first rule (which i tend to like more) states that
the characters can share their brute force trying to break locks
and batter in doors. If the door is stronger, they don't
succeed.Stop. No more possibilities.<br>
<br>
Using the second method instead, they can ALWAYS succeed. It is
just a question of time.<br>
<br>
More, even a magical locked door could be opened using this
method, because that door would have 61-160 "hit points", not
more, as in the case of a tempered metal door.<br>
Which is crazy in my humble opinion.<br>
<br>
So my question is: where is the fun with the second method?<br>
</blockquote>
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