seasong
First Post
I don't have a list of specific locales, but here's two "modifiers" to a locale that I sometimes throw in for cool combat scenes (note: these replicate a lot of what has been said prior as well).
160) Combat in motion. Whether on the back of a horse, a canoe, a steam train or a flying carpet, the landscape is whizzing by. Falling may hurt or not hurt, but mainly it results in you being left behind. A platform that is moving slightly slower than running (or swimming, or whathaveyou) is particularly interesting, as it allows desparate attempts to return to the combat. As with #161 below, the platform can be very narrow or somewhat wide; a narrow one requires constant checks not to fall off, while a wide one doesn't, but DOES allow tactics that attempt to shove the other person off.
161) Combat up high. Falling off the platform does damage, and results in a long path back to the platform. One fun combat from years and years ago had wires strung beneath the platform - on a fall, you got three dexterity checks to catch one (the further you fell, the more damage catching it did). Then it was a long climb back up... and since the PCs were defending a power center up there, they couldn't just leave it.
160) Combat in motion. Whether on the back of a horse, a canoe, a steam train or a flying carpet, the landscape is whizzing by. Falling may hurt or not hurt, but mainly it results in you being left behind. A platform that is moving slightly slower than running (or swimming, or whathaveyou) is particularly interesting, as it allows desparate attempts to return to the combat. As with #161 below, the platform can be very narrow or somewhat wide; a narrow one requires constant checks not to fall off, while a wide one doesn't, but DOES allow tactics that attempt to shove the other person off.
161) Combat up high. Falling off the platform does damage, and results in a long path back to the platform. One fun combat from years and years ago had wires strung beneath the platform - on a fall, you got three dexterity checks to catch one (the further you fell, the more damage catching it did). Then it was a long climb back up... and since the PCs were defending a power center up there, they couldn't just leave it.