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A rogue, a bard, a monk, and a ranger walk into a bar...
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<blockquote data-quote="Quickleaf" data-source="post: 2358280" data-attributes="member: 20323"><p><strong>For the Ranger: </strong>Provide him with opportunities for sniping, allowing him to fire from an elevated position or behind cover. Give him really cool magical arrows, and allow the player to design new archery feats. Perhaps he makes friends with some elves who are practically invisible in their territory; when pursued by enemy his allies suddenly pop out bows at the ready. An honorable enemy is willing to challenge him to an archery contest, and to the victor go the spoils. Design some campaign mythology that delves into the nature/origins of aberrations (e.g. sprang forth from the blood of a murdered god), and pass this information on to the ranger's player to be incorporated into the character.</p><p></p><p><strong>For the Rogue:</strong> Use investigation montages, allowing the rogue to really put their Gather Information to use. An arrogant thieves' guild has something the rogue wants, and the only way to win it is to pass a dangerous maze used to test new recruits (e.g. the Dungeons and Dragons movie). Make ample use of traps, including allowing the rogue to reset traps or alter them completely. Create house rules for "Hiding in Crowds" if they will be adventuring in the city. Play up the innuendo power of the Bluff skill, and give the rogue a short glossary of "thieves' cant" used in the middle ages.</p><p></p><p><strong>For the Bard:</strong> Provide sidebars on the benefits of bardic knowledge for key plot elements. In nearly every combat situation, provide an option for "talking down" the aggressors using Diplomacy. Play a really wicked rival bard who uses slander and blackmail to ruin the PC's reputation. Create house rules for inciting crowds / rumor-mongering (players LOVE to pull these 2 tricks -- it's amazing they're not in core rules). Use alternate rules for Diplomacy; see the House Rules for a thread discussing this topic; essentially a problem develops at higher levels when you can "diplomance" like crazy. Use the debate rules from <em>Dynasties & Demagogues</em>.</p><p></p><p><strong>For the Monk: </strong>Include a critical part of the adventure that requires one incredily dextrous character (e.g. in the movie "The Rock" when Sean Connery times moving through swinging pendulum gears and bursts of flame). The monk's old teacher presents a zen riddle (koan) during a dream, which describes a key part of an adventure, providing the monk with bonuses to all Dex/Reflex checks. Make notes on key scenes of improvised weapons, or of unstable environments -- 2 classic elements in any Jackie Chan film. If you're using Large or greater sized bad guys, include notes on what happens if the PCs try to climb on top of them, using the creature's own body for cover (PCs are notorious for trying this).</p><p></p><p></p><p></p><p>In your write-ups of each combat, include at least three things the PCs could use in the scene to their advantage, such as a giant monastery bell the PCs could hide inside, a hidden pit trap the PCs narrowly avoid while being chased, a balconey where they can leap down on their enemies from, or a battlefield where the sun is to their backs. Each environmental factor can provide them with a benefit to compensate for facing harder foes.</p><p>Perhaps you could create some house rules for new combat manuevers that emphasize stealth and surprise (see the "combat manuevers" thread under House Rules).</p><p></p><p></p><p></p><p>Might I suggest incorporating some variant rules such as <em>Hot Pursuit</em> which has rules for very dramatic chases, or <em>Dynasties & Demagogues</em> which details how to run a political campaign. Taking inspiration from a M&M adventure called <em>Church & State</em> you might incorporate the idea of "investigation montages"; this is a sort of quick scene built up of smaller scenes with the PCs gathering information. I have the feeling these rules will suit the tone your players want to see.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2358280, member: 20323"] [B]For the Ranger: [/B]Provide him with opportunities for sniping, allowing him to fire from an elevated position or behind cover. Give him really cool magical arrows, and allow the player to design new archery feats. Perhaps he makes friends with some elves who are practically invisible in their territory; when pursued by enemy his allies suddenly pop out bows at the ready. An honorable enemy is willing to challenge him to an archery contest, and to the victor go the spoils. Design some campaign mythology that delves into the nature/origins of aberrations (e.g. sprang forth from the blood of a murdered god), and pass this information on to the ranger's player to be incorporated into the character. [B]For the Rogue:[/B] Use investigation montages, allowing the rogue to really put their Gather Information to use. An arrogant thieves' guild has something the rogue wants, and the only way to win it is to pass a dangerous maze used to test new recruits (e.g. the Dungeons and Dragons movie). Make ample use of traps, including allowing the rogue to reset traps or alter them completely. Create house rules for "Hiding in Crowds" if they will be adventuring in the city. Play up the innuendo power of the Bluff skill, and give the rogue a short glossary of "thieves' cant" used in the middle ages. [B]For the Bard:[/B] Provide sidebars on the benefits of bardic knowledge for key plot elements. In nearly every combat situation, provide an option for "talking down" the aggressors using Diplomacy. Play a really wicked rival bard who uses slander and blackmail to ruin the PC's reputation. Create house rules for inciting crowds / rumor-mongering (players LOVE to pull these 2 tricks -- it's amazing they're not in core rules). Use alternate rules for Diplomacy; see the House Rules for a thread discussing this topic; essentially a problem develops at higher levels when you can "diplomance" like crazy. Use the debate rules from [I]Dynasties & Demagogues[/I]. [B]For the Monk: [/B]Include a critical part of the adventure that requires one incredily dextrous character (e.g. in the movie "The Rock" when Sean Connery times moving through swinging pendulum gears and bursts of flame). The monk's old teacher presents a zen riddle (koan) during a dream, which describes a key part of an adventure, providing the monk with bonuses to all Dex/Reflex checks. Make notes on key scenes of improvised weapons, or of unstable environments -- 2 classic elements in any Jackie Chan film. If you're using Large or greater sized bad guys, include notes on what happens if the PCs try to climb on top of them, using the creature's own body for cover (PCs are notorious for trying this). In your write-ups of each combat, include at least three things the PCs could use in the scene to their advantage, such as a giant monastery bell the PCs could hide inside, a hidden pit trap the PCs narrowly avoid while being chased, a balconey where they can leap down on their enemies from, or a battlefield where the sun is to their backs. Each environmental factor can provide them with a benefit to compensate for facing harder foes. Perhaps you could create some house rules for new combat manuevers that emphasize stealth and surprise (see the "combat manuevers" thread under House Rules). Might I suggest incorporating some variant rules such as [I]Hot Pursuit[/I] which has rules for very dramatic chases, or [I]Dynasties & Demagogues[/I] which details how to run a political campaign. Taking inspiration from a M&M adventure called [I]Church & State[/I] you might incorporate the idea of "investigation montages"; this is a sort of quick scene built up of smaller scenes with the PCs gathering information. I have the feeling these rules will suit the tone your players want to see. [/QUOTE]
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