Jim Groves Contributor, RPG Superstar 2010 Top 4 |
ZomB |
If you can't see it, you can pick a square to dowse with the water, and hope the haunt is in it.
I believe you always have to hit AC10 to hit the haunt rather than the physical manifestation with CLW or holy water. I assume they would still get 1 point of splash on a miss for holy water - if you choose an appropriate square.
Feegle |
Okay, forgive the silly question, but I'm running Hinojai on Thursday night and I want to make sure I've got the Haunt mechanism correct.
Step 1: If players have detect undead or detect alignment active, give them a Notice Check at -4 to predict the haunt.
Step 2: On Trigger, all players get a Notice Check.
Step 3: Surprise Round: Players who noticed the Haunt act on initiative order. The Haunt acts on initiative 10. In this round, haunts can be damaged by positive energy. If it takes more damage than it has hit points before it acts, the Haunt is neutralized.
Is that all there is to it? Some Haunts are persistent
Is there any way for characters to figure out how they might destroy the Haunt? Knowledge: Religion with the same DC as a Monster Knowledge check or something similar?
Also, let's presume for a moment that I'm running this at a table of players who have never encountered a Haunt before. How would one go about explaining the mechanism? Or would one?
Lamplighter |
Also, let's presume for a moment that I'm running this at a table of players who have never encountered a Haunt before. How would one go about explaining the mechanism? Or would one?
Haunts are supposed to be a mechanical way to simulate fear. In my experience, nothing scares players (as opposed to characters) than mechanics they don't understand. I like to ask for appropriate rolls, let players roll Knowledge checks to gain information, but don't tell them how it works until after it has worked. The next time around, they can be given a bit more.
Myron Pauls |
Jeff Mahood wrote:Haunts are supposed to be a mechanical way to simulate fear. In my experience, nothing scares players (as opposed to characters) than mechanics they don't understand. I like to ask for appropriate rolls, let players roll Knowledge checks to gain information, but don't tell them how it works until after it has worked. The next time around, they can be given a bit more.
Also, let's presume for a moment that I'm running this at a table of players who have never encountered a Haunt before. How would one go about explaining the mechanism? Or would one?
This is why I love haunts so much. Despite them appearing in a number of scenarios, my players haven't inquired too much about the mechanics of how they work. I don't think they even know that they can fight back against the effects!
I would definitely just let the effect happen the first time, unless one of the players asks to do a knowledge check, or does some research beforehand, knowing that they're going to a haunted house.
This is one of my new favourite scenarios. Have fun!