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Does this sound like a compelling/workable encounter?
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<blockquote data-quote="tyrlaan" data-source="post: 7337216" data-attributes="member: 20998"><p>Starting a new face-to-face campaign (at level 1) and likely kicking it off with a goblin attack. </p><p></p><p>Long story short, the campaign setting has primordial/elemental heavy themes. So I'm thinking about using "fire goblins" that attack some of the farmland at the outskirts of a town. </p><p></p><p>The goblins are being directed by other beings to basically just do maximum damage, so their goal will be to just run through the fields and set as much of it on fire as possible. The party, of course, will want to take them out and minimize damage, probably moving a lot during the fight to try to keep up with the goblins. </p><p></p><p>Here's what I came up with as far as rules for handling the fire as well as cover:</p><p></p><p>Cover</p><p style="margin-left: 20px">Crops are tall enough to provide superior cover to small creatures (i.e. the goblins)</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Partial cover when within 2-3 squares</li> <li data-xf-list-type="ul">No cover when adjacent</li> </ul> <p style="margin-left: 20px">Fire squares create thick smoke that provides additional cover, same as above but for all sizes</p><p></p><p>Fire spreading:</p><p style="margin-left: 20px">At end of their turn, the square a goblin occupies lights up</p> <p style="margin-left: 20px">If a goblin ends its turn the same place it started (i.e. doesn't move), all adjacent squares light up</p> <p style="margin-left: 20px">Fires spread 1 round after they started. To manage this:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Make small paper chits for fire, one color per player</li> <li data-xf-list-type="ul">Establish a breeze in a specific direction so fire always spreads the same way</li> <li data-xf-list-type="ul">Roll a d6, on a 6, flares to all adjacent squares instead of just one</li> <li data-xf-list-type="ul">Use a coin to manage when to spread - player flips coin at end of turn, when heads its time to spread fire matching the chits he/she has</li> </ul><p></p><p> </p><p>I figure the players will both try to kill the goblins as well as try to come up with ways to put out the fire. No pre-planned rules for the latter, I'll just handle that on the fly. </p><p></p><p>Curious if folks think this is interesting and manageable. My estimation (hope) is that having the work of spreading the fire, erm, spread across the players, it will be easy to deal with and not slow things down. </p><p></p><p>I was thinking of doing things like "attacks that hit the goblins causes them to spark and set an adjacent square on fire" but that might be too much? Selling point would be it might inspire the players to see if they can get the goblins out of the field without doing too much damage until they're out.</p></blockquote><p></p>
[QUOTE="tyrlaan, post: 7337216, member: 20998"] Starting a new face-to-face campaign (at level 1) and likely kicking it off with a goblin attack. Long story short, the campaign setting has primordial/elemental heavy themes. So I'm thinking about using "fire goblins" that attack some of the farmland at the outskirts of a town. The goblins are being directed by other beings to basically just do maximum damage, so their goal will be to just run through the fields and set as much of it on fire as possible. The party, of course, will want to take them out and minimize damage, probably moving a lot during the fight to try to keep up with the goblins. Here's what I came up with as far as rules for handling the fire as well as cover: Cover [indent]Crops are tall enough to provide superior cover to small creatures (i.e. the goblins) [list][*]Partial cover when within 2-3 squares [*]No cover when adjacent[/list] Fire squares create thick smoke that provides additional cover, same as above but for all sizes[/indent] Fire spreading: [indent]At end of their turn, the square a goblin occupies lights up If a goblin ends its turn the same place it started (i.e. doesn't move), all adjacent squares light up Fires spread 1 round after they started. To manage this: [list][*]Make small paper chits for fire, one color per player [*]Establish a breeze in a specific direction so fire always spreads the same way [*]Roll a d6, on a 6, flares to all adjacent squares instead of just one [*]Use a coin to manage when to spread - player flips coin at end of turn, when heads its time to spread fire matching the chits he/she has[/list][/INDENT] I figure the players will both try to kill the goblins as well as try to come up with ways to put out the fire. No pre-planned rules for the latter, I'll just handle that on the fly. Curious if folks think this is interesting and manageable. My estimation (hope) is that having the work of spreading the fire, erm, spread across the players, it will be easy to deal with and not slow things down. I was thinking of doing things like "attacks that hit the goblins causes them to spark and set an adjacent square on fire" but that might be too much? Selling point would be it might inspire the players to see if they can get the goblins out of the field without doing too much damage until they're out. [/QUOTE]
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