Mith
2018-02-04, 07:43 PM
Hi Playground,
While converting an old module over, I am looking at how to run quicksand in 5e. An odfity in these rules is that Camels get a bonus to quicksand walking because of module design. I give them a +5 to Dex checks as they are able to keep themselves from sinking but have a harder time getting out.
My thoughts so far:
Make a DC 10 Dex saving throw every hour of travel through sand or every minute stopped. Every failed Dex save you sink by 1 foot, and the DC goes up by 1. At the end of every turn, you can make a STR check equal to your Dex save. If you succeed, you leverage yourself up 1 foot. An outside party can spend an action to assist you, giving the strongest member advantage on the check.
Groups pulling count as one member unit with a STR score equal to the sum of the members.
Large objects and creatures have a base DC of 15 +1 for every foot sunk. Objects without a dex score roll the Dex check at Disadvantage to stay afloat.
You sink in 3 increments according to how far under you are. This varies with height.
1) Below 1/4 height: 1/4 movement
2)Between 1/4 and 1/2 height: 0 movement
3) 1/2 - 2/3: Disadvantage on Dex checks
4) 2/3 - 3/4 Disadvantage on Str checks
5) Suffocating: Submerged, cannot sense except with tremorsense. Last 1+ CON mod rounds before suffocating.
I know this is likely a bit too complicated. I appreciate any thoughts to refine this.
Thank you for your thoughts
-Mith
While converting an old module over, I am looking at how to run quicksand in 5e. An odfity in these rules is that Camels get a bonus to quicksand walking because of module design. I give them a +5 to Dex checks as they are able to keep themselves from sinking but have a harder time getting out.
My thoughts so far:
Make a DC 10 Dex saving throw every hour of travel through sand or every minute stopped. Every failed Dex save you sink by 1 foot, and the DC goes up by 1. At the end of every turn, you can make a STR check equal to your Dex save. If you succeed, you leverage yourself up 1 foot. An outside party can spend an action to assist you, giving the strongest member advantage on the check.
Groups pulling count as one member unit with a STR score equal to the sum of the members.
Large objects and creatures have a base DC of 15 +1 for every foot sunk. Objects without a dex score roll the Dex check at Disadvantage to stay afloat.
You sink in 3 increments according to how far under you are. This varies with height.
1) Below 1/4 height: 1/4 movement
2)Between 1/4 and 1/2 height: 0 movement
3) 1/2 - 2/3: Disadvantage on Dex checks
4) 2/3 - 3/4 Disadvantage on Str checks
5) Suffocating: Submerged, cannot sense except with tremorsense. Last 1+ CON mod rounds before suffocating.
I know this is likely a bit too complicated. I appreciate any thoughts to refine this.
Thank you for your thoughts
-Mith