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<blockquote data-quote="Greybar" data-source="post: 2682869" data-attributes="member: 4938"><p>Random thoughts:</p><p>* How about a variant <em>Forbiddance</em> that is only sensitive to ethos rather than a specific alignment. If the area is not visible (okay, except to arcane sight and such) then that could also help low-level defenders channel attackers.</p><p>* Feel: Lot of sharp corners, edges, planes. Perfect circles, but no half-measures here.</p><p>* Strict standing orders to help repel attackers combined with high sycronized mobility. Some opponents may be mere CR10s or so, but at that level you do start seeing DDoor at will and teleport at will. You might have a dozen creatures like avorals (I know NG, but bear with me) appear via tport at the end of a hall, fire off a volley of empowered magic missiles, then tport away on the next turn, at the same time that another 12 tport in behind the attackers and do the same thing. The group that tported out went straight to a place where 12 heal-at-will creatures touch up any injuries. Rotate like this with four-plus groups, plus the fact that they all look alike, and you could get some big hurt on people. No one without decent SR is going to like getting hit by 12 magic missiles every round from opponents that just keep coming back.</p></blockquote><p></p>
[QUOTE="Greybar, post: 2682869, member: 4938"] Random thoughts: * How about a variant [i]Forbiddance[/i] that is only sensitive to ethos rather than a specific alignment. If the area is not visible (okay, except to arcane sight and such) then that could also help low-level defenders channel attackers. * Feel: Lot of sharp corners, edges, planes. Perfect circles, but no half-measures here. * Strict standing orders to help repel attackers combined with high sycronized mobility. Some opponents may be mere CR10s or so, but at that level you do start seeing DDoor at will and teleport at will. You might have a dozen creatures like avorals (I know NG, but bear with me) appear via tport at the end of a hall, fire off a volley of empowered magic missiles, then tport away on the next turn, at the same time that another 12 tport in behind the attackers and do the same thing. The group that tported out went straight to a place where 12 heal-at-will creatures touch up any injuries. Rotate like this with four-plus groups, plus the fact that they all look alike, and you could get some big hurt on people. No one without decent SR is going to like getting hit by 12 magic missiles every round from opponents that just keep coming back. [/QUOTE]
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