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General Tabletop Discussion
*TTRPGs General
Composition of an Elite City Guard Unit?
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<blockquote data-quote="drnuncheon" data-source="post: 159259" data-attributes="member: 96"><p>Elite guards in my current game are 2nd-3rd level fighters instead of 1st level warriors. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> This technique can work for two kinds of games: low powered (where they are still a threat) and high powered (where they're mooks anyway).</p><p></p><p>Mages are rare enough that there are very few willing to put in the long hours at lousy pay that the guards can afford. (In fact, there's one.) Clerics have better things to do with their time. (God of Justice? In <u>Freeport</u>? Hah.) </p><p></p><p>Of course, the first paragraph isn't completely true. In my game, the <u>PCs</u> are really the "elite guards", at Ftr2/Wiz5 and Ftr3/Rog4. In fact, that's not a bad idea even for people who aren't running a guard campaign. Consider this: a group of people with incredible power that you can't possibly match breezes into town an starts trouble. Sounds like comic-book supervillains, doesn't it? And how do you fight supervillains?</p><p></p><p>So if I were a city that expected this sort of problem, I would try to 'sponsor' a couple of good-aligned adventuring parties, asking them to handle this sort of thing while they were in town. And I'd make it as attractive as possible for them to remain in town...discounts, access to the Mage's guild, paying for their healing, etc. And if they were any good, they'd bring their own expensive magic items...</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 159259, member: 96"] Elite guards in my current game are 2nd-3rd level fighters instead of 1st level warriors. ;) This technique can work for two kinds of games: low powered (where they are still a threat) and high powered (where they're mooks anyway). Mages are rare enough that there are very few willing to put in the long hours at lousy pay that the guards can afford. (In fact, there's one.) Clerics have better things to do with their time. (God of Justice? In [u]Freeport[/u]? Hah.) Of course, the first paragraph isn't completely true. In my game, the [u]PCs[/u] are really the "elite guards", at Ftr2/Wiz5 and Ftr3/Rog4. In fact, that's not a bad idea even for people who aren't running a guard campaign. Consider this: a group of people with incredible power that you can't possibly match breezes into town an starts trouble. Sounds like comic-book supervillains, doesn't it? And how do you fight supervillains? So if I were a city that expected this sort of problem, I would try to 'sponsor' a couple of good-aligned adventuring parties, asking them to handle this sort of thing while they were in town. And I'd make it as attractive as possible for them to remain in town...discounts, access to the Mage's guild, paying for their healing, etc. And if they were any good, they'd bring their own expensive magic items... J [/QUOTE]
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