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<blockquote data-quote="Lord Zardoz" data-source="post: 1172775" data-attributes="member: 704"><p><strong>I see..</strong></p><p></p><p>Sometimes, but not often does appear to be the case.</p><p></p><p>It occurs to me that tactical exploitation of doors in combat can go a long way towards making any given humanoid monster much more troublesome. Especially in situations where the monster in question can strike the players but the players cannot strike him because of the door.</p><p></p><p>To put it another way, doors that keep players out simply slow things down. But doors that keep players in are great fun.</p><p></p><p>The players can typically find a way through doors that they can destroy in short order. Doing so will only cost the players a suprise round, or at worst, trigger a very lethal trap. If there is no immediate reason to go through the door, it is a non issue.</p><p></p><p>But if the players are in a room where some very bad things are happening, and need to escape in short order, a strong door can make things much more intresting.</p><p></p><p>Example:</p><p></p><p>Lets say that the players are in a room with few hostile combatants, and that the room has some sort of magical effect that causes the players damage each round that they are in the room. Lets call it 2d10 damage, Fort save for half. On top of that, your combatants are immune to this damage.</p><p></p><p>Now, in this case, the players can simply flee the room if the combatants are doing too well, and get out of the damage. Not being in the room negates the combatants advantage. Knowing you can leave the room when you need to makes this fight intresting, but not especially dangerous.</p><p></p><p>Now, lets let the door to this room be firmly locked after the players enter. Also, lets have a non trivial DC to get by, for both breaking and picking the lock. The situation is a bit different now. First, the players cannot wait until the last minute to try to escape. If they do that, they will likely be killed by the magical effect. Also, getting the door open means ignoring the two combatants. This could provoke sneak attacks, or permit a bonus to hit for the combatants. It also means one less person inflicting damage on your combatants.</p><p></p><p>Has anyone else tried this sort of thing on their players? If so, how large an impact would you say it had on the fights in question?</p><p></p><p>I ask because not only am I a bit bored, but an adventure I plan on running will likley use several situations where the players have to make a similar choice. However, I dont want to TPK my players all night long, so now would be a good time to figure out if how much I should account for this.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 1172775, member: 704"] [b]I see..[/b] Sometimes, but not often does appear to be the case. It occurs to me that tactical exploitation of doors in combat can go a long way towards making any given humanoid monster much more troublesome. Especially in situations where the monster in question can strike the players but the players cannot strike him because of the door. To put it another way, doors that keep players out simply slow things down. But doors that keep players in are great fun. The players can typically find a way through doors that they can destroy in short order. Doing so will only cost the players a suprise round, or at worst, trigger a very lethal trap. If there is no immediate reason to go through the door, it is a non issue. But if the players are in a room where some very bad things are happening, and need to escape in short order, a strong door can make things much more intresting. Example: Lets say that the players are in a room with few hostile combatants, and that the room has some sort of magical effect that causes the players damage each round that they are in the room. Lets call it 2d10 damage, Fort save for half. On top of that, your combatants are immune to this damage. Now, in this case, the players can simply flee the room if the combatants are doing too well, and get out of the damage. Not being in the room negates the combatants advantage. Knowing you can leave the room when you need to makes this fight intresting, but not especially dangerous. Now, lets let the door to this room be firmly locked after the players enter. Also, lets have a non trivial DC to get by, for both breaking and picking the lock. The situation is a bit different now. First, the players cannot wait until the last minute to try to escape. If they do that, they will likely be killed by the magical effect. Also, getting the door open means ignoring the two combatants. This could provoke sneak attacks, or permit a bonus to hit for the combatants. It also means one less person inflicting damage on your combatants. Has anyone else tried this sort of thing on their players? If so, how large an impact would you say it had on the fights in question? I ask because not only am I a bit bored, but an adventure I plan on running will likley use several situations where the players have to make a similar choice. However, I dont want to TPK my players all night long, so now would be a good time to figure out if how much I should account for this. END COMMUNICATION [/QUOTE]
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