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Made in us
Morally-Flexible Malleus Hearing Whispers




Trying to run a dinosaur race for my players in their ToA campaign, and they seem really itching to do it.

Problems:

Dino-racer names?
How to provide evidence of progress? (Thinking D6 system for a 200unit race track, that they get plus or minus to for various actions/events
How to do Dinosaur combat that doesn't flat out kill the player? (If they die on Chult it's a permadeath)
How to track bets, odds, etc.

Fun Ideas I need to work out:

Different dinosaurs have different stats/abilities? Triceratops have a very limited (once ever 3 tosses) dash ability that allows them to go 2d6 distance instead of the normal 1, but tires the dino out causing -1 to all rolls.
Velocorapters/galimimus have very fast legs +2 to all movement rolls, but is slower overall Roll a D4 instead of a d6.
Trex types have great galloping speed, but can't avoid dangerous corners or traps (Not able to avoid negative modifiers to speed, constantly tripping over things)
Bets on dinos if not directly participating.
Dino catching?

Need advice or experience on running a race in DnD. I suck at any type of "gambling" in DnD, and one of my players is constantly trying to steal or cheat during gambling. I figured a race prevents that, because you pay your bets and then win or lose, you can't alter it or affect it. After this they want to go to the coliseum to try gladiatorial betting/fighting.

Help, tips, tricks, appreciated!

This message was edited 1 time. Last update was at 2021/02/24 15:27:39


 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Velociraptors were the size of wild turkeys..... no riding those unless you are a pixie or of similar stature.

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Made in us
Morally-Flexible Malleus Hearing Whispers




Two of the players are halflings, and one is a Kenku, so yeah, they might need something smaller....
   
 
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