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First Elites of my Campaign
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<blockquote data-quote="Quickleaf" data-source="post: 5882903" data-attributes="member: 20323"><p>All good advice, heed them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For your setting you've got a bit of a choice to make: Brutes/soldiers like twisty dense terrain with choke points, whereas skirmishers like obscured blocking terrain with many paths. I think using traps which augment the terrain would be interesting... For example, a "smoke ballista bolt" which leaves a lingering trail of lingering smoke, deals lotsa damage on a hit but has a low attack roll, and on a miss topples a wall creating dense/blocking terrain.</p><p></p><p>Another trap that would complent your guys well is a pair of land mine type bombs which make a sound when stepped on but don't detonate until stepped off of. When 2 PCs step on them, they need to hold actions to the same initiative count to run off otherwise whoever runs first escape but both bombs trigger (and the PC who didn't run off in time goes boom). It's a good complement because it limits PC motion, allowing the duo to move into flanking position more easily and slowing the melee assault against them.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5882903, member: 20323"] All good advice, heed them :) For your setting you've got a bit of a choice to make: Brutes/soldiers like twisty dense terrain with choke points, whereas skirmishers like obscured blocking terrain with many paths. I think using traps which augment the terrain would be interesting... For example, a "smoke ballista bolt" which leaves a lingering trail of lingering smoke, deals lotsa damage on a hit but has a low attack roll, and on a miss topples a wall creating dense/blocking terrain. Another trap that would complent your guys well is a pair of land mine type bombs which make a sound when stepped on but don't detonate until stepped off of. When 2 PCs step on them, they need to hold actions to the same initiative count to run off otherwise whoever runs first escape but both bombs trigger (and the PC who didn't run off in time goes boom). It's a good complement because it limits PC motion, allowing the duo to move into flanking position more easily and slowing the melee assault against them. [/QUOTE]
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