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<blockquote data-quote="Grabuto138" data-source="post: 5508000" data-attributes="member: 61053"><p>You first need to make sure that the party is very motivated to keep moving. I imagine it would be hard for most players to ignore mosters. It is not in their nature. It may be as easy as have artillery minions so far away and hard to hit that it is painfully obvious to the party that stopping to screw around with them is a loser's game. </p><p> </p><p>I would think about everything else in terms of terrain powers from the DMG 2. Present the party with a variety of ways to traverse the rooftops. Climbing up the pile of pallets will give them enough height to make the jump. Clothline tightropes, painter's scaffolds with a nicely placed rope to swing on. Some sort of catapult made of scattered boards to launch the halfling across. I would also include stuff to hinder the monsters. See if you could can include movers carrying a piece of glass and a fruit cart.</p><p> </p><p>It would require some DM finesse and latitude on the part of the players but you could ease up on enforcing the action economy, explaining that it is an encounter cum skill challenge. For example running while slicing the full clothes line to block the pursuer and then jumping and grapping some monkey bars to swing across the room might be a double move with a single athletics check. A player could just move their speed x2 while bull rushing past a monster (kind of a charge attack and move action) without sweating where the charge ended and the move began. Just have them stop at the monster if the rush fails. </p><p> </p><p>What to do when someone falls off? The party will bunker down and try to hold off the monsters while saving the character. Maybe have a list of go-to events that keeps the player in the chase. They land on a canopy and lose a healing surge. They get a trivial check (ideally trivial for the specific player but still hard overall just to keep the party scared) and grap a decorative gargoyle. You could even have some mysterious monsters that fly up and rend them before dropping them, or lurker assassins with garote lassos that catch them in mid-air and fling them in the right direction with much damage.</p></blockquote><p></p>
[QUOTE="Grabuto138, post: 5508000, member: 61053"] You first need to make sure that the party is very motivated to keep moving. I imagine it would be hard for most players to ignore mosters. It is not in their nature. It may be as easy as have artillery minions so far away and hard to hit that it is painfully obvious to the party that stopping to screw around with them is a loser's game. I would think about everything else in terms of terrain powers from the DMG 2. Present the party with a variety of ways to traverse the rooftops. Climbing up the pile of pallets will give them enough height to make the jump. Clothline tightropes, painter's scaffolds with a nicely placed rope to swing on. Some sort of catapult made of scattered boards to launch the halfling across. I would also include stuff to hinder the monsters. See if you could can include movers carrying a piece of glass and a fruit cart. It would require some DM finesse and latitude on the part of the players but you could ease up on enforcing the action economy, explaining that it is an encounter cum skill challenge. For example running while slicing the full clothes line to block the pursuer and then jumping and grapping some monkey bars to swing across the room might be a double move with a single athletics check. A player could just move their speed x2 while bull rushing past a monster (kind of a charge attack and move action) without sweating where the charge ended and the move began. Just have them stop at the monster if the rush fails. What to do when someone falls off? The party will bunker down and try to hold off the monsters while saving the character. Maybe have a list of go-to events that keeps the player in the chase. They land on a canopy and lose a healing surge. They get a trivial check (ideally trivial for the specific player but still hard overall just to keep the party scared) and grap a decorative gargoyle. You could even have some mysterious monsters that fly up and rend them before dropping them, or lurker assassins with garote lassos that catch them in mid-air and fling them in the right direction with much damage. [/QUOTE]
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