SuperTD
Explorer
So I've been thinking recently about high magic worlds, and how to make them feel sensible. In the Forgotten Realms there are magic users running all over the place, especially in large cities. This could cause real trouble for the Watch, particularly if they're not trained to deal with it. So, I assume that guards in places such as Neverwinter or Waterdeep will be taught about the basics of magic in their jobs and training. They need to know how to deal with it so that when a criminal turns invisible or pulls some other fancy trick, they don't just stand around scratching their heads as seems to be the default assumption in many games. I'm looking for ideas on what sort of tricks the Watch could feasibly be aware of, and how they would respond.
Invisibility - Someone in a patrol carries a flour pouch or something similar that can be thrown to fill a room, helping in revealing hidden creatures.
Communication - Someone in each patrol carries a sending stone, which is linked to another back at base in order to request reinforcements when needed. (Maybe too expensive to be viable)
Healing - Guards need to understand how healing works, in the sense that you can't just knock someone down and ignore them. In the world of D&D, 1 hit point is as good as full when it comes to fighting, and people who are healed will spring back up to fight on.* I'd consider some sort of house rule that an enemy can attack a dying creature who is unconscious in order to make it fail death saves, but only with the consequence of them not being able to be healed back up immediately and woken up. Instead they would be healed, but remain out cold.
What other ideas can you think of to simulate a smart, well organised and trained guard force in a major city? I'm mainly looking for things to counter cheap low level tricks that wouldn't be ridiculously expensive or convoluted for a city to implement. I'm not a fan of guards being bumbling buffoons who don't know how the laws of physics/magic work in their universe.
*Healing is also an interesting thing to talk about. People always say that smart enemies will ignore downed combatants to focus on the ones still fighting - but in D&D 5e, the actually smart thing to do (assuming the players have a healer and the NPCs are aware) is the force failed death saves on them to take them out for good. Not sure how my players would feel about this though...
Invisibility - Someone in a patrol carries a flour pouch or something similar that can be thrown to fill a room, helping in revealing hidden creatures.
Communication - Someone in each patrol carries a sending stone, which is linked to another back at base in order to request reinforcements when needed. (Maybe too expensive to be viable)
Healing - Guards need to understand how healing works, in the sense that you can't just knock someone down and ignore them. In the world of D&D, 1 hit point is as good as full when it comes to fighting, and people who are healed will spring back up to fight on.* I'd consider some sort of house rule that an enemy can attack a dying creature who is unconscious in order to make it fail death saves, but only with the consequence of them not being able to be healed back up immediately and woken up. Instead they would be healed, but remain out cold.
What other ideas can you think of to simulate a smart, well organised and trained guard force in a major city? I'm mainly looking for things to counter cheap low level tricks that wouldn't be ridiculously expensive or convoluted for a city to implement. I'm not a fan of guards being bumbling buffoons who don't know how the laws of physics/magic work in their universe.
*Healing is also an interesting thing to talk about. People always say that smart enemies will ignore downed combatants to focus on the ones still fighting - but in D&D 5e, the actually smart thing to do (assuming the players have a healer and the NPCs are aware) is the force failed death saves on them to take them out for good. Not sure how my players would feel about this though...