Concept: Lucid dreaming
Tested in: The Great Tower of Oldechi
What it is: D&D likes working via cause and effect. Orcs don’t lose hit points at random, they lose hit points when they get hit by hammers. Wounds don’t heal except when treated by magic, medicine, or time, no matter how much a player might prefer that their character had taken no damage. Spontaneous, unexplained occurrences live solely in the realm of flavor, and even then they sometimes have rational explanations, like a thick fog covering the besieged village because a druid is keeping it there. And while a DM can get away with the occasional illogical act, players don’t have the same leeway. Their actions should always make some sort of sense.
But Floor 27 of the Great Tower ran entirely on random occurrences. It was so random, I don’t even have notes for it, except at some point I think the party fought Tiamat. Everything was generated live at the table, and the players eventually learned that it was because the entire floor was mutable. Once they figured that out, they wanted to take advantage of it.
Using a technique I adapted from the Dresden Files RPG, I let them affect the floor by rolling three simultaneous checks. Basically, they could declare anything they wanted and it would happen. But their Intelligence check would determine the result of their declaration, their Wisdom check would determine its severity, and a Charisma check would determine its form. For example, a player might say “a wave of lava surges over the people chasing us and buries them”. Good results on all their rolls would cause exactly that, no further justification needed. A bad Intelligence check would have a bad result (the lava does not bury the enemies, but instead lights them on fire so they deal extra damage), a bad Wisdom check would have the opposite severity (the lava doesn’t “surge” as much as “trickle”, creating maybe one square of difficult terrain), and a bad Charisma check would have a different form (the wave is actually a crowd of people doing the wave, holding back the enemies with a mass of bodies; not functionally different, but weirder, and it might lead to other applications later). Continue reading →