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*TTRPGs General
Why you shouldn't use 5 ft corridors
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<blockquote data-quote="phindar" data-source="post: 3580869" data-attributes="member: 37198"><p>This is one reason my group uses the AE rule, where Tumbling is an Opposed Check. Instead of having a skill that's impossible to succeed at in the low levels, and impossible to fail at in the high levels, the difficulty of tumbling past or through the enemy is based on its skill level relative to yours. </p><p></p><p>I wasn't that wild about the Three Faces of Evil, except for the [spoiler]grimlocks[/spoiler]. I haven't played "No Honour", but that map snippet does look awfully cramped. It might work better for some groups than others. I think there is a tendency to fight the monsters where you find them, but in a situation like that (particularly the 2x3 room you pointed out), its looks like the better plan would be to draw the opponents out. If they won't leave the room, stand back and nail them with emanations or bursts cast right inside the door. (At low levels, <em>Sleep</em> is a good option. At higher, <em>Fireball, Cloudkill</em> and so on.) If they will chase you, send up a few fighters to kick the hornets nest and run; if the opponent chases them to a better room for the party, have the thief hide behind the appropriate door and barricade it when the monster comes through. And then everybody dogpiles it. </p><p></p><p>If the monster won't come out of the room and you don't want to tear gas it, you can always barricade, <em>Fire Trap</em> and <em>Alarm</em> the door and look for another way in. At higher levels, <em>Hold Portal</em> is a good way to control an opponent's access to its own dungeon. (Its also a good way to split enemies up, if you can get a group to chase you through a door and have the mage on readied action.) I'd never really thought too much about <em>Hold Portal</em>, but the wizard took it right after Three Faces of Evil and he used it to good effect.</p><p></p><p>Another idea is if you have a rogue with Craft: Traps and a few vials of Alc Fire, you can booby trap the corridors as you go through. If you're leaving monsters behind you, that might not be a bad idea. A wand of <em>Alarm</em> or Scrolls of Magic Mouth are pretty cheap, and you can spread them about. (Of course, if the party has the beat a hasty retreat, there is the possibility they'll be running along setting off their own booby traps and alarms, but thats the risk you take.)</p></blockquote><p></p>
[QUOTE="phindar, post: 3580869, member: 37198"] This is one reason my group uses the AE rule, where Tumbling is an Opposed Check. Instead of having a skill that's impossible to succeed at in the low levels, and impossible to fail at in the high levels, the difficulty of tumbling past or through the enemy is based on its skill level relative to yours. I wasn't that wild about the Three Faces of Evil, except for the [spoiler]grimlocks[/spoiler]. I haven't played "No Honour", but that map snippet does look awfully cramped. It might work better for some groups than others. I think there is a tendency to fight the monsters where you find them, but in a situation like that (particularly the 2x3 room you pointed out), its looks like the better plan would be to draw the opponents out. If they won't leave the room, stand back and nail them with emanations or bursts cast right inside the door. (At low levels, [i]Sleep[/i] is a good option. At higher, [i]Fireball, Cloudkill[/i] and so on.) If they will chase you, send up a few fighters to kick the hornets nest and run; if the opponent chases them to a better room for the party, have the thief hide behind the appropriate door and barricade it when the monster comes through. And then everybody dogpiles it. If the monster won't come out of the room and you don't want to tear gas it, you can always barricade, [i]Fire Trap[/i] and [i]Alarm[/i] the door and look for another way in. At higher levels, [i]Hold Portal[/i] is a good way to control an opponent's access to its own dungeon. (Its also a good way to split enemies up, if you can get a group to chase you through a door and have the mage on readied action.) I'd never really thought too much about [i]Hold Portal[/i], but the wizard took it right after Three Faces of Evil and he used it to good effect. Another idea is if you have a rogue with Craft: Traps and a few vials of Alc Fire, you can booby trap the corridors as you go through. If you're leaving monsters behind you, that might not be a bad idea. A wand of [i]Alarm[/i] or Scrolls of Magic Mouth are pretty cheap, and you can spread them about. (Of course, if the party has the beat a hasty retreat, there is the possibility they'll be running along setting off their own booby traps and alarms, but thats the risk you take.) [/QUOTE]
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