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[Urbis] Stopping Adventurers and other Public Menaces
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<blockquote data-quote="Ace" data-source="post: 2251071" data-attributes="member: 944"><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>I would recomend against the whole "bloodstone bond" think -- no loot means a real chance to irritate the players -- its like the old "disolving" drow gear -- its seems like a crock to hurt players. Not good It also grossly unbalances the treasure and loot ratios -- </em></em></p><p><em><em></em></em></p><p><em><em>Also with all that sundering any GM who uses them will likely lose players -- These guys are basically anti fighter PC hose jobs -- not fun at all -- IME and YMMV anything that smack of GM hammer requires very carefull handling and the right group -- I have seen many players leave the table because of it </em></em></p><p><em><em></em></em></p><p><em><em>As far as gear I think they should have a couple of tanglefoot bags to stop escapes and hinder mobility fighters but beyond that -- hmm well I might change a feat and drop Run for Improved Buckler Defense -- that feat will allow them to have a buckler on the arm for an extra point of AC without a penalty. </em></em></p><p><em><em></em></em></p><p><em><em>Now stats wise they could stop a single high level fighter or a "fighter centric" group who aren't well equipped -- They have a fairly low AC gauranteeing they will take a hit or two every round -- heck a well equippped L10 Fighter with a Spike Chain can take all of em down with a whirlwind trip -- but they have a decent set of tactics and played cleverly they could do well </em></em></p><p><em><em></em></em></p><p> <em><em>OTOH f the fighters toss a couple of necklace of fireball missiles or are more clever they will take casulties </em></em></p><p><em><em></em></em></p><p><em><em>Also they would be dead in numbers against a typical PC party -- flying invisible wizards, quick clerical healing and the like will make chopmeat out of them </em></em></p><p><em><em></em></em></p><p><em><em>Keep in mind that messing with high level types (over 8 say) is pretty risky business -- using the standard ratios there aren't that may l4 fighters in a city -- something like 80-90% of everyone is L1 Commoner. This makes recruting replacements hard even in one of the BIG cities in Urbis </em></em></p><p><em><em></em></em></p><p> <em><em>In addition to the gear costs to the city these guys are pretty fragile -- 1 crit with a greataxe or greatsword will drop them and PC's can sunder too costing the city major cash </em></em></p><p><em><em></em></em></p><p><em><em>Unless there are no characters above about 10th these guys won't be used that much except against the occasional hard target up to about L18 or 9 and without a lot of magic </em></em></p><p><em><em></em></em></p><p><em><em>Also if you read the Complete Divine splatbook it mentions that regular folks won't allow themselves to be raised unless there is a lot of unfinished business -- realisticlly "being with your squaddies" is not reason enough to forgo heaven -- so these guys won't be coming back and that will color the way they act. </em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p> <em><em>High level types can extract unimaginable vengence and (again IMO) evil or chaotic neutral PC frequently do and will escalate to atrocity almost immeditely </em></em></p><p><em><em></em></em></p><p><em><em>You won't have this problem with a rational group but with a rational group you won't need these guys either </em></em></p><p><em><em></em></em></p><p><em><em>I think these guys can basically handle a few fighters of up to twice there level with a bit of luck and a possible casulty or two which may be good enough for what you need</em></em></p></blockquote><p></p>
[QUOTE="Ace, post: 2251071, member: 944"] [i][i] I would recomend against the whole "bloodstone bond" think -- no loot means a real chance to irritate the players -- its like the old "disolving" drow gear -- its seems like a crock to hurt players. Not good It also grossly unbalances the treasure and loot ratios -- Also with all that sundering any GM who uses them will likely lose players -- These guys are basically anti fighter PC hose jobs -- not fun at all -- IME and YMMV anything that smack of GM hammer requires very carefull handling and the right group -- I have seen many players leave the table because of it As far as gear I think they should have a couple of tanglefoot bags to stop escapes and hinder mobility fighters but beyond that -- hmm well I might change a feat and drop Run for Improved Buckler Defense -- that feat will allow them to have a buckler on the arm for an extra point of AC without a penalty. Now stats wise they could stop a single high level fighter or a "fighter centric" group who aren't well equipped -- They have a fairly low AC gauranteeing they will take a hit or two every round -- heck a well equippped L10 Fighter with a Spike Chain can take all of em down with a whirlwind trip -- but they have a decent set of tactics and played cleverly they could do well OTOH f the fighters toss a couple of necklace of fireball missiles or are more clever they will take casulties Also they would be dead in numbers against a typical PC party -- flying invisible wizards, quick clerical healing and the like will make chopmeat out of them Keep in mind that messing with high level types (over 8 say) is pretty risky business -- using the standard ratios there aren't that may l4 fighters in a city -- something like 80-90% of everyone is L1 Commoner. This makes recruting replacements hard even in one of the BIG cities in Urbis In addition to the gear costs to the city these guys are pretty fragile -- 1 crit with a greataxe or greatsword will drop them and PC's can sunder too costing the city major cash Unless there are no characters above about 10th these guys won't be used that much except against the occasional hard target up to about L18 or 9 and without a lot of magic Also if you read the Complete Divine splatbook it mentions that regular folks won't allow themselves to be raised unless there is a lot of unfinished business -- realisticlly "being with your squaddies" is not reason enough to forgo heaven -- so these guys won't be coming back and that will color the way they act. High level types can extract unimaginable vengence and (again IMO) evil or chaotic neutral PC frequently do and will escalate to atrocity almost immeditely You won't have this problem with a rational group but with a rational group you won't need these guys either I think these guys can basically handle a few fighters of up to twice there level with a bit of luck and a possible casulty or two which may be good enough for what you need[/i][/i] [/QUOTE]
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