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General Tabletop Discussion
*Pathfinder & Starfinder
How have you used terrain to make combat more tactically interesting & exciting?
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<blockquote data-quote="caranha" data-source="post: 4668704" data-attributes="member: 81384"><p>1st level adventure, the characters had to sneak into a noble state's catacomb and steal his treasure.</p><p></p><p>=====</p><p></p><p>1- The secret back entrance to the catacomb featured a largish (10 squares) rope bridge over a chasm, with a bunch of kobolds on the other side. On the way in, the characters could make a small acrobatics contest with kobolds on the bridge to shake it and make them fall prone/into the chasm. On the way back, they cut down the bridge to lose the pursuing guards.</p><p></p><p>=====</p><p></p><p>2- The last combat encounter, before the lord's secret studio, featured a small circular room with 2 square radius. The doors leading in and out of the room were heavy iron doors which could be slided up into the ceiling by pulling a chain, but would fall back as soon as the chain was released (so someone had to hold them open). Inside the room were two mechanical guardians.</p><p></p><p>When the characters entered the room, the guardians activate, and the circular room starts to spin at a high speed (90 degrees at initiative 0). Characters who entered the room were at -2 to attacks until they got their bearings (save ends - the constructs were immune). Entering or leaving the room required a moderate athletics check, with the character getting prone on a miss.</p><p></p><p>Finally, there were two sets of blades were on the walls in the N and S ends of the room (the doors were E and W). Any creature (enemies included) near the wall when the room spun whose path would go through the blades received a pretty nasty attack.</p><p></p><p>The result was a really cool looking fight (Battling clockwork robots in tight quarters on a spinning platform), with the melee characters fighting to stand in the middle of the room and trying to bull rush the two constructs into the traps set in the wall, and vice-versa.</p><p></p><p>===== </p><p></p><p>3- In another (1st level) adventure, an underground L-shaped chamber had a number of small tunnels connecting different parts of it. A group of goblin sharpshooters were hiding in these tunnels and would poke their heads out to snipe the party, and when noticed would rush back and head to another end of the tunnel to try again. </p><p></p><p>As luck would have it, no one in the party was small, so they had to play whack-a-mole with the sharpshooters.</p><p></p><p>(some options which were not explored by the group: Burning some of the props in the room to smoke the goblins out of the tunnels, using Stealth to move around silent so that the goblins would not know the position of the party while they were moving inside the tunnels)</p></blockquote><p></p>
[QUOTE="caranha, post: 4668704, member: 81384"] 1st level adventure, the characters had to sneak into a noble state's catacomb and steal his treasure. ===== 1- The secret back entrance to the catacomb featured a largish (10 squares) rope bridge over a chasm, with a bunch of kobolds on the other side. On the way in, the characters could make a small acrobatics contest with kobolds on the bridge to shake it and make them fall prone/into the chasm. On the way back, they cut down the bridge to lose the pursuing guards. ===== 2- The last combat encounter, before the lord's secret studio, featured a small circular room with 2 square radius. The doors leading in and out of the room were heavy iron doors which could be slided up into the ceiling by pulling a chain, but would fall back as soon as the chain was released (so someone had to hold them open). Inside the room were two mechanical guardians. When the characters entered the room, the guardians activate, and the circular room starts to spin at a high speed (90 degrees at initiative 0). Characters who entered the room were at -2 to attacks until they got their bearings (save ends - the constructs were immune). Entering or leaving the room required a moderate athletics check, with the character getting prone on a miss. Finally, there were two sets of blades were on the walls in the N and S ends of the room (the doors were E and W). Any creature (enemies included) near the wall when the room spun whose path would go through the blades received a pretty nasty attack. The result was a really cool looking fight (Battling clockwork robots in tight quarters on a spinning platform), with the melee characters fighting to stand in the middle of the room and trying to bull rush the two constructs into the traps set in the wall, and vice-versa. ===== 3- In another (1st level) adventure, an underground L-shaped chamber had a number of small tunnels connecting different parts of it. A group of goblin sharpshooters were hiding in these tunnels and would poke their heads out to snipe the party, and when noticed would rush back and head to another end of the tunnel to try again. As luck would have it, no one in the party was small, so they had to play whack-a-mole with the sharpshooters. (some options which were not explored by the group: Burning some of the props in the room to smoke the goblins out of the tunnels, using Stealth to move around silent so that the goblins would not know the position of the party while they were moving inside the tunnels) [/QUOTE]
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How have you used terrain to make combat more tactically interesting & exciting?
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