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Giving my GM a break
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<blockquote data-quote="Empirate" data-source="post: 5904139" data-attributes="member: 78958"><p>In principle, this sounds like an awesome game. However, I just want to point out some logical flaws in the 'story'. Fortifications aren't really any use in warfare involving mid- or high-level characters and monsters. A guard tower is just scenery if 9th level PCs (Overland Flight, Teleport) or monsters like Bulettes are involved. In fact, the guard tower itself becomes rather bland at that point: its walls and ceiling just won't do anything except maybe get in the way for both sides little bit.</p><p></p><p>How about making it a more magical location instead of a fortification? Some kind of node, maybe, which produces wild magic effects but also helps the defenders in some way. Maybe it generates pulses of magic every 10 rounds, which damage everything around and inside it, unless it's attuned to the node (which can be done as a full-round action and lasts for an hour or so). Maybe it functions as a portal, gating in extraplanar reinforcements under the control of the place's 'master' (whoever that may be at the time). Maybe it's a springwell of healing potion. Maybe it buffs whomever is inside with bonuses slowly increasing over time.</p><p></p><p>Whichever it'll be, this kind of location actually provides an incentive to stay there and defend it, AND it provides a defensive benefit. Normally, in D&D, the advantage would go to the attacker once magic/monster abilities/class features get strong enough to just ignore stone walls.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5904139, member: 78958"] In principle, this sounds like an awesome game. However, I just want to point out some logical flaws in the 'story'. Fortifications aren't really any use in warfare involving mid- or high-level characters and monsters. A guard tower is just scenery if 9th level PCs (Overland Flight, Teleport) or monsters like Bulettes are involved. In fact, the guard tower itself becomes rather bland at that point: its walls and ceiling just won't do anything except maybe get in the way for both sides little bit. How about making it a more magical location instead of a fortification? Some kind of node, maybe, which produces wild magic effects but also helps the defenders in some way. Maybe it generates pulses of magic every 10 rounds, which damage everything around and inside it, unless it's attuned to the node (which can be done as a full-round action and lasts for an hour or so). Maybe it functions as a portal, gating in extraplanar reinforcements under the control of the place's 'master' (whoever that may be at the time). Maybe it's a springwell of healing potion. Maybe it buffs whomever is inside with bonuses slowly increasing over time. Whichever it'll be, this kind of location actually provides an incentive to stay there and defend it, AND it provides a defensive benefit. Normally, in D&D, the advantage would go to the attacker once magic/monster abilities/class features get strong enough to just ignore stone walls. [/QUOTE]
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