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[Urbis] Stopping Adventurers and other Public Menaces
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<blockquote data-quote="kolvar" data-source="post: 2252270" data-attributes="member: 1423"><p>I think, you should go for groups of specialists. A group build entirely out of persons trained in one thing begs for villains to avoid the strengths. Maybe some multi-classed (that you keep the weaponry and basic training but get some spell-power). The seargent/ leader ist another good idea, first for the power of the group and second for the flair, because the group is easier to recognize by their leader (for the second and third time the characters behave badly (and if they kill the leader, there will be a grudge that can lead to interessting adventures the next time the characters visit this area)).</p><p>Some archer-types or thrown weapon capability would be nice (and if it is just some knives or a handXbow to annoy a spell-caster).</p><p>The idea with the tower-shield is a good one, two, because it will give a decent protection against archers (maybe dividing the group into sub-groups, one with pole-arms, the other with ranged weapons and tower shields, that are put up at the start of the encounter to give cover and reduce the area of conflict.</p><p>Maybe add some gadgets, that are hold back at HQ and are used when several groups are send to a bigger baddy, like some magic items, that reduce magic capability etc (if you publish your own setting, you can create some items and feats to include in the setting).</p></blockquote><p></p>
[QUOTE="kolvar, post: 2252270, member: 1423"] I think, you should go for groups of specialists. A group build entirely out of persons trained in one thing begs for villains to avoid the strengths. Maybe some multi-classed (that you keep the weaponry and basic training but get some spell-power). The seargent/ leader ist another good idea, first for the power of the group and second for the flair, because the group is easier to recognize by their leader (for the second and third time the characters behave badly (and if they kill the leader, there will be a grudge that can lead to interessting adventures the next time the characters visit this area)). Some archer-types or thrown weapon capability would be nice (and if it is just some knives or a handXbow to annoy a spell-caster). The idea with the tower-shield is a good one, two, because it will give a decent protection against archers (maybe dividing the group into sub-groups, one with pole-arms, the other with ranged weapons and tower shields, that are put up at the start of the encounter to give cover and reduce the area of conflict. Maybe add some gadgets, that are hold back at HQ and are used when several groups are send to a bigger baddy, like some magic items, that reduce magic capability etc (if you publish your own setting, you can create some items and feats to include in the setting). [/QUOTE]
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