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Best fencing rules?
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<blockquote data-quote="Dungeoneer" data-source="post: 6257586" data-attributes="member: 91777"><p>What we need to do is separate the fences out by tier. There should be, at minimum, Adventure-tier fences (backyard, white picket), Hero-tier fences (chain-link, barbed wire, wrought iron) and Epic tier fences (electric fence, invisible fence, living fence, wall). Once we know what tier a fence belongs in we can assign hit dice. The existence of hit dice suggests that there are fence-based attacks that players will need to defend against (save vs. splinters, etc.). </p><p></p><p>Many fences also feature their own ecology, from dire guard dogs barking at you from the other side to dire bunnies burrowing beneath. Heroic-tier adventurers will doubtless quickly learn to beware the Lurking Sprinkler. To appeal to D&D enthusiasts I suggest the addition of the Fence Dragon*. A Random Fence Table will help GMs to quickly introduce exciting fences into their games.</p><p></p><p>At first glance the issue of signage might seem like it can easily be relegated to a sidebar, but when you realize that a player's response to a sign that says "Keep off the grass" will be tied directly to the alignment system this easily becomes a chapter in and of itself.</p><p></p><p>For players interested in fences we create the fence-crafting skill, with rules for determining the level of craftsmanship of a new fence as well as other factors such as the length. Of course we will also need a rarity system so that GMs can reward players with fences as part of their loot ("You find 200 gp, 50 electrum, 12 copper, two rubies, and a twelve foot section of wire mesh fencing"). Of course we have to introduce at least one new player class. The Fencemaster controls and corrals the enemy with a variety of fence-based attacks. Additionally Pohst-hol, the God of Fences, will offer a brand new divine domain for Clerics.</p><p></p><p>I just can't believe nobody has tackled fences before now!</p><p></p><p>* Not to be confused with the epic tier Dragon Fence.</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 6257586, member: 91777"] What we need to do is separate the fences out by tier. There should be, at minimum, Adventure-tier fences (backyard, white picket), Hero-tier fences (chain-link, barbed wire, wrought iron) and Epic tier fences (electric fence, invisible fence, living fence, wall). Once we know what tier a fence belongs in we can assign hit dice. The existence of hit dice suggests that there are fence-based attacks that players will need to defend against (save vs. splinters, etc.). Many fences also feature their own ecology, from dire guard dogs barking at you from the other side to dire bunnies burrowing beneath. Heroic-tier adventurers will doubtless quickly learn to beware the Lurking Sprinkler. To appeal to D&D enthusiasts I suggest the addition of the Fence Dragon*. A Random Fence Table will help GMs to quickly introduce exciting fences into their games. At first glance the issue of signage might seem like it can easily be relegated to a sidebar, but when you realize that a player's response to a sign that says "Keep off the grass" will be tied directly to the alignment system this easily becomes a chapter in and of itself. For players interested in fences we create the fence-crafting skill, with rules for determining the level of craftsmanship of a new fence as well as other factors such as the length. Of course we will also need a rarity system so that GMs can reward players with fences as part of their loot ("You find 200 gp, 50 electrum, 12 copper, two rubies, and a twelve foot section of wire mesh fencing"). Of course we have to introduce at least one new player class. The Fencemaster controls and corrals the enemy with a variety of fence-based attacks. Additionally Pohst-hol, the God of Fences, will offer a brand new divine domain for Clerics. I just can't believe nobody has tackled fences before now! * Not to be confused with the epic tier Dragon Fence. [/QUOTE]
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