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General Tabletop Discussion
*Pathfinder & Starfinder
Wizard + Dungeon Door = Invincible Wizard?
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<blockquote data-quote="Tony Vargas" data-source="post: 4593700" data-attributes="member: 996"><p>A little foyer messes with the door-as-chokepoint strategy. A 10' long, 5' wide entry hall severely contricts LoS for anyone staying behind, and forces those who want to melee to enter the room, and spread out a bit on the other side (otherwise, /they/ are bottleknecked). 10' wide isn't as dramatic.</p><p></p><p>More complex medieval castles had a /barbican/, an extended passage through the courtain wall, with arrow slits and murder holes to keep the enemy confined and under fire after they battered down the gate. Same concept. </p><p></p><p>Irregular shaped rooms, or substantial cover blocking LoS from the door to portions of the room can have the same effect, forcing the party to move in, and the ranged attackers, like the wizard, to follow, in order to engage the inhabitants effectively.</p><p></p><p>You can also open things up by having connecting passages, so that enemies in one room can get out to come at the party kicking in thier door from another direction. Reinforcements serve the same purpose.</p><p></p><p>Keep the enemy, and the environment, dynamic and challenging. It makes the game more interesting.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 4593700, member: 996"] A little foyer messes with the door-as-chokepoint strategy. A 10' long, 5' wide entry hall severely contricts LoS for anyone staying behind, and forces those who want to melee to enter the room, and spread out a bit on the other side (otherwise, /they/ are bottleknecked). 10' wide isn't as dramatic. More complex medieval castles had a /barbican/, an extended passage through the courtain wall, with arrow slits and murder holes to keep the enemy confined and under fire after they battered down the gate. Same concept. Irregular shaped rooms, or substantial cover blocking LoS from the door to portions of the room can have the same effect, forcing the party to move in, and the ranged attackers, like the wizard, to follow, in order to engage the inhabitants effectively. You can also open things up by having connecting passages, so that enemies in one room can get out to come at the party kicking in thier door from another direction. Reinforcements serve the same purpose. Keep the enemy, and the environment, dynamic and challenging. It makes the game more interesting. [/QUOTE]
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Wizard + Dungeon Door = Invincible Wizard?
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