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General Tabletop Discussion
*Pathfinder & Starfinder
Mapping elements to combat effects
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<blockquote data-quote="Badwe" data-source="post: 4517879" data-attributes="member: 61762"><p>I want to compartmentalize the effects that can originate from a certain element in order to create a mechanical<->thematic link between what element you're in and what is happening to you. That being said, I like the idea of ice chains grappling you and thunder waves bullrushing. If there was a nature temple or even if the water temple had deadly kelp I might use grappling there instead.</p><p></p><p>For the setting of the ice temple I'm beginning to think I'll have to loosen my idea of "temple". Most likely it will be an icy ball of earth, almost like a floating continent, with the myriad environments on top. Then, caves or small forts can lead down to pure ice areas below.</p><p></p><p>For another example of thematics:</p><p></p><p>++Psychic</p><p>-dominated, blindness, dazed (mind flayers)</p><p>-fear effects to push and slide</p><p>-attacks will more than anything else</p><p>-force players to attack each other</p><p></p><p></p><p>for psychic i actually have some plans to really change things up, and create a sense of mistrust among the players. I'd say there was something prevalent like the "curse of lies" where any player revealing a deep secret to their allies would take a hefty chunk of damage. What is a deep secret? anything the DM writes on a piece of paper and hands to you such as "your weapon is talking to you and demands lives, take damage for each killing blow that isn't yours" or "you don't trust the elf, don't heal him". This will create a fun ( i think) metagame where players realize they each have issues but can't share them with each other.</p><p></p><p></p><p>Another thing i need to plan out is what kind of monsters will go into places. Some things can be assumed across all such as elementals, archons, giants of that element etc.:</p><p></p><p>**Fire Monsters</p><p>-salamanders</p><p>-azer</p><p>-efreet</p><p>-red dragon</p><p>-magma beasts</p><p></p><p>**nature monsters</p><p>-yuan-ti</p><p>-shambling mounds</p><p>-dryads</p><p>-treants</p><p></p><p>**earth monsters</p><p>-galeb duhr</p><p>-gargoyles</p><p>-mummies</p><p>-scarabs/bugs</p><p>-creatures from the underdark (trogs, drow, etc.)</p></blockquote><p></p>
[QUOTE="Badwe, post: 4517879, member: 61762"] I want to compartmentalize the effects that can originate from a certain element in order to create a mechanical<->thematic link between what element you're in and what is happening to you. That being said, I like the idea of ice chains grappling you and thunder waves bullrushing. If there was a nature temple or even if the water temple had deadly kelp I might use grappling there instead. For the setting of the ice temple I'm beginning to think I'll have to loosen my idea of "temple". Most likely it will be an icy ball of earth, almost like a floating continent, with the myriad environments on top. Then, caves or small forts can lead down to pure ice areas below. For another example of thematics: ++Psychic -dominated, blindness, dazed (mind flayers) -fear effects to push and slide -attacks will more than anything else -force players to attack each other for psychic i actually have some plans to really change things up, and create a sense of mistrust among the players. I'd say there was something prevalent like the "curse of lies" where any player revealing a deep secret to their allies would take a hefty chunk of damage. What is a deep secret? anything the DM writes on a piece of paper and hands to you such as "your weapon is talking to you and demands lives, take damage for each killing blow that isn't yours" or "you don't trust the elf, don't heal him". This will create a fun ( i think) metagame where players realize they each have issues but can't share them with each other. Another thing i need to plan out is what kind of monsters will go into places. Some things can be assumed across all such as elementals, archons, giants of that element etc.: **Fire Monsters -salamanders -azer -efreet -red dragon -magma beasts **nature monsters -yuan-ti -shambling mounds -dryads -treants **earth monsters -galeb duhr -gargoyles -mummies -scarabs/bugs -creatures from the underdark (trogs, drow, etc.) [/QUOTE]
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Mapping elements to combat effects
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