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General Tabletop Discussion
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Want to shake things up: Doorways, Scouting, Caution
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<blockquote data-quote="Oofta" data-source="post: 7599699" data-attributes="member: 6801845"><p>Some good advice already, I've just adding a couple of thoughts. </p><p></p><p><strong>Fighting from the doorway</strong></p><p>Why assume there's only one door into a room? Make multiple doors, and have 1 or two monsters engage while the others flank.</p><p></p><p>In addition, have the monsters in the room call for reinforcements. Blow a bugle, have a gong, a big red button, whatever you want.</p><p></p><p>As others have said, vary your encounters and the goals of the encounters.</p><p></p><p>Why are the walls thin? Stone walls could easily be a couple of feet thick, unless you're directly behind the meat shield you can't see into the room much less see to cast a spell into the room. </p><p></p><p>Bull rush the blocker into the hall or pull them into the room.</p><p></p><p><strong>Scouting</strong></p><p>Familiars are easy to kill. Send out a spider? Gee, that's too bad the spiders that live there are quite territorial and your familiar is an intruder. Have small predators crawling the halls that scurry out of the way of real threats but think that kitty cat is a nice little snack. The owl flies into webs.</p><p></p><p>Send out the rogue? Gets too far ahead and they get cut off. Have doors or curtains in the way so they can't just stealth everywhere, enforce the "you can only hide if you are not clearly seen".</p><p></p><p><strong>Caution</strong></p><p>No risk, no reward. They have to interact to get anywhere. This includes even getting past the first handful of rooms. Set up minor mysteries/riddles along the line of escape rooms. Trap them in rooms if necessary.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 7599699, member: 6801845"] Some good advice already, I've just adding a couple of thoughts. [B]Fighting from the doorway[/B] Why assume there's only one door into a room? Make multiple doors, and have 1 or two monsters engage while the others flank. In addition, have the monsters in the room call for reinforcements. Blow a bugle, have a gong, a big red button, whatever you want. As others have said, vary your encounters and the goals of the encounters. Why are the walls thin? Stone walls could easily be a couple of feet thick, unless you're directly behind the meat shield you can't see into the room much less see to cast a spell into the room. Bull rush the blocker into the hall or pull them into the room. [B]Scouting[/B] Familiars are easy to kill. Send out a spider? Gee, that's too bad the spiders that live there are quite territorial and your familiar is an intruder. Have small predators crawling the halls that scurry out of the way of real threats but think that kitty cat is a nice little snack. The owl flies into webs. Send out the rogue? Gets too far ahead and they get cut off. Have doors or curtains in the way so they can't just stealth everywhere, enforce the "you can only hide if you are not clearly seen". [B]Caution[/B] No risk, no reward. They have to interact to get anywhere. This includes even getting past the first handful of rooms. Set up minor mysteries/riddles along the line of escape rooms. Trap them in rooms if necessary. Good luck! [/QUOTE]
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