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General Tabletop Discussion
*Dungeons & Dragons
Help with balancing gameplay?
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<blockquote data-quote="RUMBLETiGER" data-source="post: 6089614" data-attributes="member: 6674868"><p>I'd like to second what @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=17106" target="_blank">Ahnehnois</a></u></strong></em> said about cover.</p><p></p><p>Unless his build has built in ways to get around or punch thru cover, make use of the environment. A forest encounter should have line of sight problems as you place trees in spaces. Do you guys play off some sort of grid map? Occupy map spaces with terrain cover- trees for a forest, rubble in ruins, a pile of trash or a horse drawn carriage in a city, a pile of lumber in a dwarven mine, etc. It would be only natural for opponents, having realized someone was firing at them, to position themselves out of the line of fire, perhaps fall back into a room to bottleneck combat at a doorway.</p><p></p><p>Build restricting passages in dungeons so people can walk down one or two at a time. If the enemy is at the end of a long hallway, and the melee fighters are at the front, the ranged attacker behind needs to get creative or find a way to go around (or over, or under, etc) the wall of friendly bodies to hit the enemy. </p><p></p><p>Play the opponents as individuals that really don't desire to die to an arrow in the neck, and so they'll move accordingly. </p><p></p><p>...I say all this having no idea how much you've already tried to implement this already. If your player happens to have ways to punch thru cover or seeking arrows or whatnot.... then sweet, good job for him! Perhaps as the DM you could see that other players acquire magical equipment that will help them be more versatile.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 6089614, member: 6674868"] I'd like to second what @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=17106"]Ahnehnois[/URL][/U][/B][/I] said about cover. Unless his build has built in ways to get around or punch thru cover, make use of the environment. A forest encounter should have line of sight problems as you place trees in spaces. Do you guys play off some sort of grid map? Occupy map spaces with terrain cover- trees for a forest, rubble in ruins, a pile of trash or a horse drawn carriage in a city, a pile of lumber in a dwarven mine, etc. It would be only natural for opponents, having realized someone was firing at them, to position themselves out of the line of fire, perhaps fall back into a room to bottleneck combat at a doorway. Build restricting passages in dungeons so people can walk down one or two at a time. If the enemy is at the end of a long hallway, and the melee fighters are at the front, the ranged attacker behind needs to get creative or find a way to go around (or over, or under, etc) the wall of friendly bodies to hit the enemy. Play the opponents as individuals that really don't desire to die to an arrow in the neck, and so they'll move accordingly. ...I say all this having no idea how much you've already tried to implement this already. If your player happens to have ways to punch thru cover or seeking arrows or whatnot.... then sweet, good job for him! Perhaps as the DM you could see that other players acquire magical equipment that will help them be more versatile. [/QUOTE]
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Help with balancing gameplay?
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