Doors: Difference between revisions
No edit summary |
No edit summary |
||
| Line 5: | Line 5: | ||
Anytime a Hero come across a door roll on this table below to determine how it is locked. | Anytime a Hero come across a door roll on this table below to determine how it is locked. | ||
{{Template:DoorTable}} | {{Template:DoorTable}} | ||
==Stuck Doors== | |||
Doors that have swelled in position cannot be opened by normal means. A [[Body]](2) or [[Luck]](2) [[Skill Check]] is needed to force them open. | |||
==Locked Doors== | ==Locked Doors== | ||
Doors that have been locked shut by a | Doors that have been locked shut by a mechanical device require a [[Reflex]](3) or [[Luck]](3) [[Skill Check]] to open. Certain spells and class skills can bypass a Locked Door entirely, following their own rules. | ||
==Magic Locked Doors== | ==Magic Locked Doors== | ||
Doors that have been magically locked shut require a [[Mind]](4) [[Skill Check]] to open. Certain spells and class skills can bypass a Magic Locked Door entirely, following their own rules. | |||
=Living Dungeon and Doors= | =Living Dungeon and Doors= | ||
The inhabitants of most of the dungeons like to keep doors closed, its less breezy and keeps the Heroes on their toes. Heroes will discover this if they try to backtrack a dungeon exploration and discover doors that once opened are now closed shut. Wedging doors open is the only way to be sure the doors stay open for a clean getaway by the Heroes. | The inhabitants of most of the dungeons like to keep doors closed, its less breezy and keeps the Heroes on their toes. Heroes will discover this if they try to backtrack a dungeon exploration and discover doors that once opened are now closed shut. Wedging doors open is the only way to be sure the doors stay open for a clean getaway by the Heroes. | ||
==Wedging Doors== | ==Wedging Doors== | ||
Heroes add 1 [[File:Time-Icon.png|40px]] to wedge a door. | Heroes add 1 [[File:Time-Icon.png|40px]] to wedge a door. | ||
You can quickly wedge doors open/closed using a [[Spike]] and a [[Hammer]], wedged doors will always stay wedged. | You can quickly wedge doors open/closed using a [[Spike]] and a [[Hammer]], wedged doors will always stay wedged. | ||
A [[Door Spiker]] henchman carries this gear and can wedge a door without the Hero needing to spend their own Spike and Hammer. It still costs the same 1 [[File:Time-Icon.png|40px]]. | |||
{{Template:Spike}} | |||
==Secret Doors== | ==Secret Doors== | ||
Some doors are hidden, built flush into the wall or disguised entirely. A Hero may spend 1 [[File:Time-Icon.png|40px]] to search a room for a secret door | Some doors are hidden, built flush into the wall or disguised entirely. A Hero may spend 1 [[File:Time-Icon.png|40px]] to search a room for a secret door. Make a [[Luck]] [[Skill Check]] (1 success needed). On a success, any secret door in the room is found. A failed search can be tried again, at the cost of another [[File:Time-Icon.png|40px]]. | ||
==Listening at Doors== | |||
[[File:Time-Icon.png|40px]] Before opening a door, a Hero may press an ear to it and listen. Make a [[Mind]] [[Skill Check]] (1 success needed) to puzzle out what's making any sound on the other side. On a success, the Hero learns whether something is waiting beyond the door before committing to open it. | |||
__NOTOC__ | |||
{{Template:Core Rule Footer}} | {{Template:Core Rule Footer}} | ||
[[Category:Core Rule]] | [[Category:Core Rule]] | ||
Revision as of 19:42, 1 July 2026
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Doors
Anytime a Hero come across a door roll on this table below to determine how it is locked.
| Roll 1d6 | Door Type |
|---|---|
| 1 or 2 or 3 | Standard Door |
| 4 | Stuck Door |
| 5 | Locked Doors |
| 6 | Magic Locked Door |
Stuck Doors
Doors that have swelled in position cannot be opened by normal means. A Body(2) or Luck(2) Skill Check is needed to force them open.
Locked Doors
Doors that have been locked shut by a mechanical device require a Reflex(3) or Luck(3) Skill Check to open. Certain spells and class skills can bypass a Locked Door entirely, following their own rules.
Magic Locked Doors
Doors that have been magically locked shut require a Mind(4) Skill Check to open. Certain spells and class skills can bypass a Magic Locked Door entirely, following their own rules.
Living Dungeon and Doors
The inhabitants of most of the dungeons like to keep doors closed, its less breezy and keeps the Heroes on their toes. Heroes will discover this if they try to backtrack a dungeon exploration and discover doors that once opened are now closed shut. Wedging doors open is the only way to be sure the doors stay open for a clean getaway by the Heroes.
Wedging Doors
Heroes add 1
to wedge a door.
You can quickly wedge doors open/closed using a Spike and a Hammer, wedged doors will always stay wedged.
A Door Spiker henchman carries this gear and can wedge a door without the Hero needing to spend their own Spike and Hammer. It still costs the same 1
.
| Spike | - | - | Bag - 1 Use |
Secret Doors
Some doors are hidden, built flush into the wall or disguised entirely. A Hero may spend 1
to search a room for a secret door. Make a Luck Skill Check (1 success needed). On a success, any secret door in the room is found. A failed search can be tried again, at the cost of another
.
Listening at Doors
Before opening a door, a Hero may press an ear to it and listen. Make a Mind Skill Check (1 success needed) to puzzle out what's making any sound on the other side. On a success, the Hero learns whether something is waiting beyond the door before committing to open it.