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1001 Cool Combat Locations
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<blockquote data-quote="seasong" data-source="post: 731478" data-attributes="member: 5137"><p>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).</p><p></p><p>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 <em>slightly</em> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="seasong, post: 731478, member: 5137"] 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 [i]slightly[/i] 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. [/QUOTE]
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