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Why you shouldn't use 5 ft corridors
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<blockquote data-quote="chaotix42" data-source="post: 3580849" data-attributes="member: 40530"><p>I'm just now putting my 5 PCs and an NPC cleric through the Lotus' hideout and we're having a great time with it. I changed the rogues to ninjas, so maybe that has something to do with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>All in all though, I attribute this to the fact that we really only have two melee characters, a warblade and a ranger. A lurk and psychic rogue provide various ranged support and desperate melee support when required, and a bard and the NPC cleric stand to the side and buff/heal. The two melee characters have been mostly able to engage the enemies first, as the warblade is the defacto door-kicker and thus the #1 target for ninjas positioned to strike at the first sign of intruders (chance patrols mix this up a bit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). After only a few rounds of combat they are most likely ready for some healing, at which point they withdraw to the prepared healers and the ranged characters step in for a pot shot or two. They quickly tumble away if pressed into melee and by that time the fighters should be ready for more fighting. The bard has drawn his hidden instrument blade a few times, and the cleric has been forced to resort to her stiletto in self-defense on a few occasions, but not as of yet in the Lotus' hideout. </p><p></p><p>They've had to improvise a few times, but my PCs have been rather successful with these tactics. They've had some hiccups here and there - ambushed by a 4th level water ninja whose abilities confused the hell out them, a nasty natural 20 on a ninja's spear attack, knocking out the warblade in the surprise round - but nothing bad due to the nature of the tunnels. I definitely appreciate the claustrophobic feel of TINH, from the Nixie's flaming hold as the rhagodessa bears down on my wounded and fearful PCs, to the zombie-infested tunnels of Parrot Island (also known as Nowhere To Run Island), and now the dark halls of the Lotus Dragon hideout, where ninjas and tamed beasts lurk in the darkness.</p><p></p><p>*EDIT* I will admit that Rao'yin (my ninja version of Rowyn) will have a larger chamber to face the PCs in. The tight confines are good, but when the big showdown comes I want the tense stand-offs to end and the high-flying to begin!</p></blockquote><p></p>
[QUOTE="chaotix42, post: 3580849, member: 40530"] I'm just now putting my 5 PCs and an NPC cleric through the Lotus' hideout and we're having a great time with it. I changed the rogues to ninjas, so maybe that has something to do with it. :p All in all though, I attribute this to the fact that we really only have two melee characters, a warblade and a ranger. A lurk and psychic rogue provide various ranged support and desperate melee support when required, and a bard and the NPC cleric stand to the side and buff/heal. The two melee characters have been mostly able to engage the enemies first, as the warblade is the defacto door-kicker and thus the #1 target for ninjas positioned to strike at the first sign of intruders (chance patrols mix this up a bit ;) ). After only a few rounds of combat they are most likely ready for some healing, at which point they withdraw to the prepared healers and the ranged characters step in for a pot shot or two. They quickly tumble away if pressed into melee and by that time the fighters should be ready for more fighting. The bard has drawn his hidden instrument blade a few times, and the cleric has been forced to resort to her stiletto in self-defense on a few occasions, but not as of yet in the Lotus' hideout. They've had to improvise a few times, but my PCs have been rather successful with these tactics. They've had some hiccups here and there - ambushed by a 4th level water ninja whose abilities confused the hell out them, a nasty natural 20 on a ninja's spear attack, knocking out the warblade in the surprise round - but nothing bad due to the nature of the tunnels. I definitely appreciate the claustrophobic feel of TINH, from the Nixie's flaming hold as the rhagodessa bears down on my wounded and fearful PCs, to the zombie-infested tunnels of Parrot Island (also known as Nowhere To Run Island), and now the dark halls of the Lotus Dragon hideout, where ninjas and tamed beasts lurk in the darkness. *EDIT* I will admit that Rao'yin (my ninja version of Rowyn) will have a larger chamber to face the PCs in. The tight confines are good, but when the big showdown comes I want the tense stand-offs to end and the high-flying to begin! [/QUOTE]
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