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Hitman style game idea
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<blockquote data-quote="Nac Mac Feegle" data-source="post: 3946407" data-attributes="member: 15240"><p>A paranoid wizard of 11th level or higher can put up so many different kinds of protection it's just plain annoying to counter them even if you know them all, and it's death in a box if you don't. Contigencies, Duelwards, Teleport blocks, alarm spells, bound demons, and that's barely scratching the surface of a few supplements, let alone the spell compendium.</p><p></p><p>A low-magic setting is almost certainly the way to go if you want it to move quickly, but even then, as Zurai said, D&D just isn't built for this. When fighting a 'sufficient challenge' getting total surprise just means you might cut a round or two off the time it takes to kill him. Even with stuff like Death Attack things is likely to just bounce off most real target.</p><p></p><p>My advice: go further than just low magic. Grab a copy of Ken Hood's Grim'N'Gritty system at <a href="http://www.enworld.org/forums/showthread.php?t=82837" target="_blank">http://www.enworld.org/forums/showthread.php?t=82837</a> (or if you're willing to shell out $4 for what I'd say is an awesome add-on to the d20 system, go to <a href="http://www.rpgnow.com/product_info.php?products_id=5022" target="_blank">http://www.rpgnow.com/product_info.php?products_id=5022</a> for a more complete version). This is a system designed to be mean, and designed to represent the fact that no matter how cool you are, you can be killed by a sufficiently prepared opponent (I think the best demonstration was a game in which I saw a party of 5 8th level PCs kill a 24th level character who was the adventure module's 'invincible obstacle').</p></blockquote><p></p>
[QUOTE="Nac Mac Feegle, post: 3946407, member: 15240"] A paranoid wizard of 11th level or higher can put up so many different kinds of protection it's just plain annoying to counter them even if you know them all, and it's death in a box if you don't. Contigencies, Duelwards, Teleport blocks, alarm spells, bound demons, and that's barely scratching the surface of a few supplements, let alone the spell compendium. A low-magic setting is almost certainly the way to go if you want it to move quickly, but even then, as Zurai said, D&D just isn't built for this. When fighting a 'sufficient challenge' getting total surprise just means you might cut a round or two off the time it takes to kill him. Even with stuff like Death Attack things is likely to just bounce off most real target. My advice: go further than just low magic. Grab a copy of Ken Hood's Grim'N'Gritty system at [url]http://www.enworld.org/forums/showthread.php?t=82837[/url] (or if you're willing to shell out $4 for what I'd say is an awesome add-on to the d20 system, go to [url]http://www.rpgnow.com/product_info.php?products_id=5022[/url] for a more complete version). This is a system designed to be mean, and designed to represent the fact that no matter how cool you are, you can be killed by a sufficiently prepared opponent (I think the best demonstration was a game in which I saw a party of 5 8th level PCs kill a 24th level character who was the adventure module's 'invincible obstacle'). [/QUOTE]
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