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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Mac Callum" data-source="post: 2274324" data-attributes="member: 17035"><p>Then there was a mis-step in communication. I'm also indifferent to d20 design philosophy, and instead work with the rules presented + my common sense. IMC the random city guardman is usually a War1 or 2, and the King's Guard are Fighter / Warmain 2-5. </p><p></p><p>That being said, without healing magic, a critical hit from a crossbow is still gonna hurt. In life-or-death situations you may ignore that risk and charge in, but why do that on a normal basis? I would expect that most PC's under 7th level would at least pause before taking on a dozen crossbow bolts.</p><p></p><p>Reminds me of a D&D campaign I ran back in 2nd Ed. days. The PCs had reached 10th - 12th level and were pretty cocky. Trying to get them to turn west I put an army of about 2,000 mook Zhentarim in the only mountain pass south (They couldn't Teleport, and not all of them could fly). They charge in anyway, saying "Hey, it's only mooks." Well, 500 crossbow bolts later they weren't so sure about that. Even if the mooks needed a 20 to hit, that's 25 guaranteed hits every round. They killed about 200 of the mooks, but that's only because they had access to wide-area-effect spells like Fireball. The charge of heavy cavalry took care of the Wizard, and it all went down-hill from there. IL PC's won't even have the big-bang magic going for them.</p><p></p><p>Yup, it's part of my design philosophy that well trained troops, acting in concert, can put a world of hurt on PC's. No need to change any rules. Just assume that in a world swimming with high-level characters many armies and guard-forces will be trained to handle them. After all, dying just means you get to hob-nob with Pelor. What's so bad about that?</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 2274324, member: 17035"] Then there was a mis-step in communication. I'm also indifferent to d20 design philosophy, and instead work with the rules presented + my common sense. IMC the random city guardman is usually a War1 or 2, and the King's Guard are Fighter / Warmain 2-5. That being said, without healing magic, a critical hit from a crossbow is still gonna hurt. In life-or-death situations you may ignore that risk and charge in, but why do that on a normal basis? I would expect that most PC's under 7th level would at least pause before taking on a dozen crossbow bolts. Reminds me of a D&D campaign I ran back in 2nd Ed. days. The PCs had reached 10th - 12th level and were pretty cocky. Trying to get them to turn west I put an army of about 2,000 mook Zhentarim in the only mountain pass south (They couldn't Teleport, and not all of them could fly). They charge in anyway, saying "Hey, it's only mooks." Well, 500 crossbow bolts later they weren't so sure about that. Even if the mooks needed a 20 to hit, that's 25 guaranteed hits every round. They killed about 200 of the mooks, but that's only because they had access to wide-area-effect spells like Fireball. The charge of heavy cavalry took care of the Wizard, and it all went down-hill from there. IL PC's won't even have the big-bang magic going for them. Yup, it's part of my design philosophy that well trained troops, acting in concert, can put a world of hurt on PC's. No need to change any rules. Just assume that in a world swimming with high-level characters many armies and guard-forces will be trained to handle them. After all, dying just means you get to hob-nob with Pelor. What's so bad about that? [/QUOTE]
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