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General Tabletop Discussion
*TTRPGs General
Creating in-game "atmosphere"
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<blockquote data-quote="Hussar" data-source="post: 4012965" data-attributes="member: 22779"><p>Concealment is your friend. A bit of mist and that 20% miss chance means that you can make your players very, very nervous. Have stuff rush in at them, only to back away before they get a good look at it. Pace the party for a couple of miles - shadowy forms that never get close enough to see, but, are obviously not friendly.</p><p></p><p>Remember to use your terrain modifiers during combat too. Emphasize that this isn't just another dungeon. Rough terrain carries all sorts of penalties - no five foot step, no charging. If you use creatures with a climb score, they can avoid the terrain penalties and still bring the fight to the party. </p><p></p><p>Bull rush can also be used to great effect here. Dumping PC's into water deep enough to make them swim, or at least wade, can really highlight a fight. Since you have lots of trees, you can make your fight three dimensional without relying on flying creatures. I've found that 3d fighting can really throw players off balance.</p><p></p><p>Depending on the creatures used, you can actually use the swamp as well. Assassin vines can animate the undergrowth for example. Things like that.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4012965, member: 22779"] Concealment is your friend. A bit of mist and that 20% miss chance means that you can make your players very, very nervous. Have stuff rush in at them, only to back away before they get a good look at it. Pace the party for a couple of miles - shadowy forms that never get close enough to see, but, are obviously not friendly. Remember to use your terrain modifiers during combat too. Emphasize that this isn't just another dungeon. Rough terrain carries all sorts of penalties - no five foot step, no charging. If you use creatures with a climb score, they can avoid the terrain penalties and still bring the fight to the party. Bull rush can also be used to great effect here. Dumping PC's into water deep enough to make them swim, or at least wade, can really highlight a fight. Since you have lots of trees, you can make your fight three dimensional without relying on flying creatures. I've found that 3d fighting can really throw players off balance. Depending on the creatures used, you can actually use the swamp as well. Assassin vines can animate the undergrowth for example. Things like that. [/QUOTE]
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