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A climatic ending to a thieves guild war?
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<blockquote data-quote="Quickleaf" data-source="post: 7618948" data-attributes="member: 20323"><p>A gang war where the leaders of both thieves guilds duke it out in a predetermined spot seems very <em>Gangs of New York</em>, but not at all how I'd imagine thieves would prefer to resolve a dispute. Have the halflings really exhausted all other options, like discrediting, hedging out of a key market, buying off contacts, blackmailing a noble, assassination, etc.?</p><p></p><p>As far as your idea to pick a specific venue for a final fight to happen... well, halflings like a couple things:</p><ol> <li data-xf-list-type="ol">Relatively confined quarters (where their Speed can't become a significant disadvantage) with Tiny/Small passageways they can escape through.</li> <li data-xf-list-type="ol">Crowds of Medium humanoids and Medium or larger beasts. Halfling Nimbleness lets them move through what might otherwise be impassable "terrain." Lightfoot Halflings also can use Naturally Stealthy to hide in crowds.</li> <li data-xf-list-type="ol">Spooky places with scary monsters. Brave makes them less susceptible to monsters with Frightful Presence and similar magical effects.</li> <li data-xf-list-type="ol">Smoggy, toxic, or places with poison fumes...though probably only for Stout Halflings with their Stout Resistance.</li> </ol><p></p><p>Of the places you listed, I'd think that public baths or an open-air laundry would meet #1 and #2.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7618948, member: 20323"] A gang war where the leaders of both thieves guilds duke it out in a predetermined spot seems very [I]Gangs of New York[/I], but not at all how I'd imagine thieves would prefer to resolve a dispute. Have the halflings really exhausted all other options, like discrediting, hedging out of a key market, buying off contacts, blackmailing a noble, assassination, etc.? As far as your idea to pick a specific venue for a final fight to happen... well, halflings like a couple things: [list=1][*]Relatively confined quarters (where their Speed can't become a significant disadvantage) with Tiny/Small passageways they can escape through. [*]Crowds of Medium humanoids and Medium or larger beasts. Halfling Nimbleness lets them move through what might otherwise be impassable "terrain." Lightfoot Halflings also can use Naturally Stealthy to hide in crowds. [*]Spooky places with scary monsters. Brave makes them less susceptible to monsters with Frightful Presence and similar magical effects. [*]Smoggy, toxic, or places with poison fumes...though probably only for Stout Halflings with their Stout Resistance.[/list] Of the places you listed, I'd think that public baths or an open-air laundry would meet #1 and #2. [/QUOTE]
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A climatic ending to a thieves guild war?
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