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Dungeon crawls = narrow hallway combat & door jam combats, ugh!
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<blockquote data-quote="magnusmalkus" data-source="post: 6242342" data-attributes="member: 34915"><p>I'm running a classic dungeon crawl for a short spell. I love the flavor of crawling through a dungeon but unfortunately, so many times now, it turns into a lot of cramped combating!</p><p></p><p>Does anyone have any DM'ing tactics that help mitigate this unfortunate circumstance? I'm not talking about stocking NPC's and monster with mobility spells and crafty ranged abilities. I'm more interested in using this terrain to the monsters and NPC's advantage. </p><p></p><p>In our game, the PC's are exploring an underground tomb... lots of mindless undead and very low intelligence monsters. There are winding corridors lined with doors leading into either single or double chambered rooms. I'd like to keep the classic flavor of a dungeon crawl, with the possibility of a monster appearing at any turn in those narrow corridors. </p><p></p><p>DoorJam combat - it's happened that (because the undead baddies are just standing guard and waiting for interlopers to steal the treasure) when the PC's open the door, BAM! Combat begins RIGHT THERE... and get's cluster-f*(%ed right at the door. </p><p></p><p>This works to the PC's advantage: they put their fighters at the door and let the ranged spell casters do their work safely from behind, hitting the baddies in melee and the ones behind the lines. Besides sophisticating the monsters with ranged attacks, abilities, and crafty battlefield allies they probably shouldn't have (which I don't want to do), is there any way I can set up this situation to avoid this set-up? </p><p></p><p>I've tried waiting for the PC's to enter the room before springing the combat, but they can't help meta-gaming and initiating combat on their terms, attacking the undead from the PC's preferred bottleneck position. I suppose I could make the undead cunning enough to withhold attacking until the PC's enter the room falsely believing there's no threat in the room... but again, that seems like more sophistication than simple mindless undead and animal intelligence monsters should possess.</p><p></p><p>Random encounters in hallways pose the same dilemma. With only 10' width, combat bottlenecks happen frequently. If you can't or don't want to increase the sophistication of the enemy, what can one do? I SUPPOSE I COULD just increase the halls to 20' as opposed to 10'... It seems silly why any architect would build hundreds of thousands of feet worth of corridor so wide... but then again, this *IS* a fantasy game.</p><p></p><p>Here's a 3.5 rules question that popped up recently... Ranged attacking through a narrow, cluttered battlefield... are there rules to Cover and Concealment that apply to targets that lie 10'+ beyond a line of active combatants? Are they considered cover or are they clear targets?</p><p></p><p>Thanks folks!</p></blockquote><p></p>
[QUOTE="magnusmalkus, post: 6242342, member: 34915"] I'm running a classic dungeon crawl for a short spell. I love the flavor of crawling through a dungeon but unfortunately, so many times now, it turns into a lot of cramped combating! Does anyone have any DM'ing tactics that help mitigate this unfortunate circumstance? I'm not talking about stocking NPC's and monster with mobility spells and crafty ranged abilities. I'm more interested in using this terrain to the monsters and NPC's advantage. In our game, the PC's are exploring an underground tomb... lots of mindless undead and very low intelligence monsters. There are winding corridors lined with doors leading into either single or double chambered rooms. I'd like to keep the classic flavor of a dungeon crawl, with the possibility of a monster appearing at any turn in those narrow corridors. DoorJam combat - it's happened that (because the undead baddies are just standing guard and waiting for interlopers to steal the treasure) when the PC's open the door, BAM! Combat begins RIGHT THERE... and get's cluster-f*(%ed right at the door. This works to the PC's advantage: they put their fighters at the door and let the ranged spell casters do their work safely from behind, hitting the baddies in melee and the ones behind the lines. Besides sophisticating the monsters with ranged attacks, abilities, and crafty battlefield allies they probably shouldn't have (which I don't want to do), is there any way I can set up this situation to avoid this set-up? I've tried waiting for the PC's to enter the room before springing the combat, but they can't help meta-gaming and initiating combat on their terms, attacking the undead from the PC's preferred bottleneck position. I suppose I could make the undead cunning enough to withhold attacking until the PC's enter the room falsely believing there's no threat in the room... but again, that seems like more sophistication than simple mindless undead and animal intelligence monsters should possess. Random encounters in hallways pose the same dilemma. With only 10' width, combat bottlenecks happen frequently. If you can't or don't want to increase the sophistication of the enemy, what can one do? I SUPPOSE I COULD just increase the halls to 20' as opposed to 10'... It seems silly why any architect would build hundreds of thousands of feet worth of corridor so wide... but then again, this *IS* a fantasy game. Here's a 3.5 rules question that popped up recently... Ranged attacking through a narrow, cluttered battlefield... are there rules to Cover and Concealment that apply to targets that lie 10'+ beyond a line of active combatants? Are they considered cover or are they clear targets? Thanks folks! [/QUOTE]
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Community
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Dungeon crawls = narrow hallway combat & door jam combats, ugh!
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