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Swashbuckling help needed... my players stay out!
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<blockquote data-quote="rkanodia" data-source="post: 1732150" data-attributes="member: 11681"><p>The Steams can work just fine. Presumably behind all those fragile walls are plenty of pipes and valves. You can swing or climb on them. Not to mention they can be a more active element. Perhaps everytime someone hacks a pipe, you can roll 1d6 to see what's in it:</p><p></p><p>1: Cold water, low pressure</p><p>2: Cold water, high pressure (has a bull rush/trip effect associated with it)</p><p>3: Hot water, high pressure (as cold water, with 1d4 damage)</p><p>4: Scalding blast of steam (similar to <em>burning hands</em>, then fills a 20' radius with steam a la <em>obscuring mist</em>, but only works on the first round it is opened)</p><p>5: Nothing</p><p>6: Raw sewage! W00t! Or maybe something else, hehe.</p><p></p><p>A player could also check 3 pipes a round by reading labels and twiddling with valves. This could lead to a fun moment of tension as one player defends another who is looking for a steam pipe ("No... no... just a little bit- found it! DUCK!").</p><p></p><p>One thing that helps when villains (or PCs) are using 'combo attacks' that are stylistically cool but not anything special in game mechanics is to have them actually use the Aid Another action, and boost AA from its wimpy +2 to a more substantial +4 or even +6. So when the first ninja swings on the celing pipe with his feet forward, he's not actually making an unarmed attack against the PC, he's using Aid Another: the PC leans backward, easily dodging the blow, only to be clobbered from behind by someone carrying a priceless antique vase.</p><p></p><p>A locker room can provide lots of improvised 'shield' bonuses and 'shield bash' attacks for a clever opponent. And of course, if you shove one onto someone and miss, you'd better be careful not to start a domino chain, or who knows what might happen to you...</p><p></p><p>And of course, if you're going to have a fight at a bathhouse, you absolutely need to have the screaming naked women. No questions asked.</p></blockquote><p></p>
[QUOTE="rkanodia, post: 1732150, member: 11681"] The Steams can work just fine. Presumably behind all those fragile walls are plenty of pipes and valves. You can swing or climb on them. Not to mention they can be a more active element. Perhaps everytime someone hacks a pipe, you can roll 1d6 to see what's in it: 1: Cold water, low pressure 2: Cold water, high pressure (has a bull rush/trip effect associated with it) 3: Hot water, high pressure (as cold water, with 1d4 damage) 4: Scalding blast of steam (similar to [i]burning hands[/i], then fills a 20' radius with steam a la [i]obscuring mist[/i], but only works on the first round it is opened) 5: Nothing 6: Raw sewage! W00t! Or maybe something else, hehe. A player could also check 3 pipes a round by reading labels and twiddling with valves. This could lead to a fun moment of tension as one player defends another who is looking for a steam pipe ("No... no... just a little bit- found it! DUCK!"). One thing that helps when villains (or PCs) are using 'combo attacks' that are stylistically cool but not anything special in game mechanics is to have them actually use the Aid Another action, and boost AA from its wimpy +2 to a more substantial +4 or even +6. So when the first ninja swings on the celing pipe with his feet forward, he's not actually making an unarmed attack against the PC, he's using Aid Another: the PC leans backward, easily dodging the blow, only to be clobbered from behind by someone carrying a priceless antique vase. A locker room can provide lots of improvised 'shield' bonuses and 'shield bash' attacks for a clever opponent. And of course, if you shove one onto someone and miss, you'd better be careful not to start a domino chain, or who knows what might happen to you... And of course, if you're going to have a fight at a bathhouse, you absolutely need to have the screaming naked women. No questions asked. [/QUOTE]
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Swashbuckling help needed... my players stay out!
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