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Story Hour
"Out of the Frying Pan"- Book III: Fanning the Embers
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<blockquote data-quote="el-remmen" data-source="post: 1385500" data-attributes="member: 11"><p>Well, I usually start with picturing a scene in my head. For example, in the encounter described in the last installment, I imagined the FMK perched way above someone else's chase scene, with a difficult route toget down there. </p><p></p><p>It is also always important to me to present options for the party that each have their pluses and minuses, for example, the party could have shot at Tanweil (or the gnomes, too if they wanted to, I guess) from above, there was the option of just climbing down the cliff face (which Beorth did and fell (as he often does)), or braving the partially icy slope with its patches of jagged rocks, which could be navigated safely, but very slowly (moving more than half speed required first a balance check and failing that then required a Reflex save.</p><p></p><p>By creating a textured environment for PCs and foes to interact with you add a lot of dimension to a combat and can make things more than levels and hit points and BAB be important. </p><p></p><p>When creating these environments and scenes - also keep in mind if who aor what might live in an are might determine something about the environment. Low ceilings in rooms or tunnels can lead to loss of dex adjustment to AC for medium creatures, grades, slopes and other barriers could effect a character's speed. Small plateaus lead to people jumping rather than climbing (as a general rules I require a climb check for anything above your height, otherwise, it is assumed you can just automatically pull yoruself up). </p><p></p><p>This also creates cover and the like which can make combat a lot more interesting.</p><p></p><p>As for advice for running it, just make sure you have a map with relative heights and distance marked on it, and use description to give PCs an inkling about how difficult something might be (but don't use numbers, I hate numbers - let them decide based on your description and base your description on their prowess at climbing, jumping, balance or survival skills in order to keep things fair). Also, mark the heights of things on the battlemat, and let the PCs know how much cover things provide so they can make informed decisions.</p><p></p><p>Does that help? Let me know if I can answer anything else.</p><p></p><p></p><p></p><p></p><p>Well, he hasn't really appeared in the story in terms of how Martin knows him (he'd be part of Martin's background as he did not join the party until after arriving in Gothanius) - but actually, someone else met him along the way as well - that will come up in the next session or so - so I'll wait and let you find out then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="el-remmen, post: 1385500, member: 11"] Well, I usually start with picturing a scene in my head. For example, in the encounter described in the last installment, I imagined the FMK perched way above someone else's chase scene, with a difficult route toget down there. It is also always important to me to present options for the party that each have their pluses and minuses, for example, the party could have shot at Tanweil (or the gnomes, too if they wanted to, I guess) from above, there was the option of just climbing down the cliff face (which Beorth did and fell (as he often does)), or braving the partially icy slope with its patches of jagged rocks, which could be navigated safely, but very slowly (moving more than half speed required first a balance check and failing that then required a Reflex save. By creating a textured environment for PCs and foes to interact with you add a lot of dimension to a combat and can make things more than levels and hit points and BAB be important. When creating these environments and scenes - also keep in mind if who aor what might live in an are might determine something about the environment. Low ceilings in rooms or tunnels can lead to loss of dex adjustment to AC for medium creatures, grades, slopes and other barriers could effect a character's speed. Small plateaus lead to people jumping rather than climbing (as a general rules I require a climb check for anything above your height, otherwise, it is assumed you can just automatically pull yoruself up). This also creates cover and the like which can make combat a lot more interesting. As for advice for running it, just make sure you have a map with relative heights and distance marked on it, and use description to give PCs an inkling about how difficult something might be (but don't use numbers, I hate numbers - let them decide based on your description and base your description on their prowess at climbing, jumping, balance or survival skills in order to keep things fair). Also, mark the heights of things on the battlemat, and let the PCs know how much cover things provide so they can make informed decisions. Does that help? Let me know if I can answer anything else. Well, he hasn't really appeared in the story in terms of how Martin knows him (he'd be part of Martin's background as he did not join the party until after arriving in Gothanius) - but actually, someone else met him along the way as well - that will come up in the next session or so - so I'll wait and let you find out then. :D [/QUOTE]
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"Out of the Frying Pan"- Book III: Fanning the Embers
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