Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Ideas for a smart City Watch
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SuperTD" data-source="post: 7252335" data-attributes="member: 6776899"><p>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.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>*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...</p></blockquote><p></p>
[QUOTE="SuperTD, post: 7252335, member: 6776899"] 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... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Ideas for a smart City Watch
Top