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Home Game Culture Shock: LFR players vs the 15min workday
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<blockquote data-quote="jimmifett" data-source="post: 5604748" data-attributes="member: 55006"><p>It turned out to be a pretty fun adventure, tho the players were a bit nervous during the skycoach scene, having been screwed over by an LFR game with a battle on a giant earthmote with 2/3rds of the map over open sky. I had to reassure them that there were tons of roofs to land on below, that they would only fall a max of 1d4+1 times 10 feet if they did fall, and that they could be back on a rooftop close enough to the combat with a double move action. I also added tower rooftops to the map at the level of battle as obstacles and blocking terrain for the skycoach and the soar sleds to navigate around. The tower rooftops had access hatches and stairs wrapping around the outside edges so they could jump onto the rooftops for safer terrain and have points to choose from if they need to find thier way back up into combat. This made the encounter much more fun, as the goblins manage to kill the sky coach pilot, forcing the players to take turns at the rudder, being able to control with strength checks as a move action to allow them maintain control, opening up the ability to use another move action to actually steer it. They turned just in time to avoid a head on collision with the biggest tower on the map, instead deflecting off it's side and focring everyone to make a moderate acrobatics check or fall prone from the impact. The goblins that had jumped onto the sky coach failed, while the PCs still on the coach maintained balance and got some easy kills on the prone goblins.</p></blockquote><p></p>
[QUOTE="jimmifett, post: 5604748, member: 55006"] It turned out to be a pretty fun adventure, tho the players were a bit nervous during the skycoach scene, having been screwed over by an LFR game with a battle on a giant earthmote with 2/3rds of the map over open sky. I had to reassure them that there were tons of roofs to land on below, that they would only fall a max of 1d4+1 times 10 feet if they did fall, and that they could be back on a rooftop close enough to the combat with a double move action. I also added tower rooftops to the map at the level of battle as obstacles and blocking terrain for the skycoach and the soar sleds to navigate around. The tower rooftops had access hatches and stairs wrapping around the outside edges so they could jump onto the rooftops for safer terrain and have points to choose from if they need to find thier way back up into combat. This made the encounter much more fun, as the goblins manage to kill the sky coach pilot, forcing the players to take turns at the rudder, being able to control with strength checks as a move action to allow them maintain control, opening up the ability to use another move action to actually steer it. They turned just in time to avoid a head on collision with the biggest tower on the map, instead deflecting off it's side and focring everyone to make a moderate acrobatics check or fall prone from the impact. The goblins that had jumped onto the sky coach failed, while the PCs still on the coach maintained balance and got some easy kills on the prone goblins. [/QUOTE]
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Home Game Culture Shock: LFR players vs the 15min workday
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