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<blockquote data-quote="Razjah" data-source="post: 6301413" data-attributes="member: 98806"><p>I have found "aura" style zones to be good in D&D games. Something like an altar to a death god that causes wounds inflected by people within it's dark glow to bleed excessively. Or the ability to knock over a giant cauldron of boiling (thing) to damage the enemy while turning a small area into unsure footing. </p><p></p><p>Crowds and marketplaces can be great too. Stall, low walls, and crowds block line of site. Roofs can be climbed on for vantage points. This works well for a chase style fight. Something like the sheriff with a pistol (or two) hunting the assassin with a handful of daggers. Constantly vying for an advantage to attack without exposing themselves. </p><p></p><p>Another good one is to change the way the players view the fight. Fight while climbing a cliff face, enemies riding wyverns or under their own flight.</p><p></p><p></p><p>Giving PCs split objectives can work well to make fights more interesting. Evil wizard is attacking the crew of a ship while his kraken minion is trying to rip the masts down. PCs can attack the kraken but leave the crew and patron vulnerable to the wizard or fight the wizard and hope the kraken doesn't destroy the ship. Doing both will likely cause everyone to be injured or killed. </p><p></p><p></p><p>Choke points! Have enemies set up a shield wall with spears and archers behind them. PCs need to break through, but the choke point is very well defended.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6301413, member: 98806"] I have found "aura" style zones to be good in D&D games. Something like an altar to a death god that causes wounds inflected by people within it's dark glow to bleed excessively. Or the ability to knock over a giant cauldron of boiling (thing) to damage the enemy while turning a small area into unsure footing. Crowds and marketplaces can be great too. Stall, low walls, and crowds block line of site. Roofs can be climbed on for vantage points. This works well for a chase style fight. Something like the sheriff with a pistol (or two) hunting the assassin with a handful of daggers. Constantly vying for an advantage to attack without exposing themselves. Another good one is to change the way the players view the fight. Fight while climbing a cliff face, enemies riding wyverns or under their own flight. Giving PCs split objectives can work well to make fights more interesting. Evil wizard is attacking the crew of a ship while his kraken minion is trying to rip the masts down. PCs can attack the kraken but leave the crew and patron vulnerable to the wizard or fight the wizard and hope the kraken doesn't destroy the ship. Doing both will likely cause everyone to be injured or killed. Choke points! Have enemies set up a shield wall with spears and archers behind them. PCs need to break through, but the choke point is very well defended. [/QUOTE]
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