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blackjack50
2019-05-10, 05:01 PM
So I was asked to do another one of these games. It may only last 2-3 games I will probably Have 4 players this time. So it is going to be a SWAT game. Limited RP. Limited magic (especially healing). If you have any ideas you think might go well in here let me know. I’m going to have it set up as a multi point breach where my players are one team (4 officers) of an element (12 officers) doing a raid. And that is about as far as I have gotten. I really like this idea for the sake of combat

Just some notes that I’ve got saved and see What you think:

A) Several lesser bad guys. 4 Main bad guys.

B) Stealth Entry for Player Team. 2 NPC teams hard breach...OR I could let my players plan the raid themselves. I’m not sure which I will do.

C) Players will be level 4 or 5. I’ve seen multiple charts on player level vs “notoriety.” And this seems to be about the level a SWAT a team would be (handling gangs and trafficking and other high risk stuff, but not crazy high).

D) Finally...a practice run? I would have my players plan a breach on a smaller scale or even like a “training” situation for their first game.

Vogie
2019-05-12, 08:01 AM
Seeing how SWAT literally means "Special Weapons And Tactics", what type of special weapons and tactics are these individuals planning on employing?

Locking it into limited magic seems like a terrible idea - If anyone, the SWAT team would likely be the ones MOST likely to operate with magic. In Waterdeep, for example, the normal beat cops don't have much more than sticks and armor... but when the WOMP gets called in (Watchful Order of Magists and Protectors), they're bringing the proverbial big guns.

Unless, of course, the society is so magic-aligned that the first move of the SWAT Team is to suppress magic in an area, and are specifically trained as badass mundane mage-slayers.

NecessaryWeevil
2019-05-12, 11:57 AM
Sounds interesting. Seems like planning is a huge part of SWAT, whereas in the typical adventurer's playbook it...really isn't.

Vogie
2019-05-13, 12:18 PM
Sounds interesting. Seems like planning is a huge part of SWAT, whereas in the typical adventurer's playbook it...really isn't.

That's a good point - if you're doing something that would involve a lot of planning, there's a couple ways of doing that.

Providing the party a bunch of maps and random data, then giving them a break to go over it and design their action plan - either OOC or while you have a timer going during the session for a set period - you all have 30 minutes to make your decision, and then we're rolling initiative!

I've also heard of the "flashback token" method from Total Party Thrill, where your players each get an option to pause the "real time" game, and show a flashback about how they had anticipated this obstacle and already collected what is needed. These flashbacks may include other mini-encounters, if they find that they needed certain materials. As it plays out during the game, the session acts like the end of a heist film, like Ocean's 11, Den of Thieves, et cetera.

blackjack50
2019-05-15, 08:08 AM
Seeing how SWAT literally means "Special Weapons And Tactics", what type of special weapons and tactics are these individuals planning on employing?

Locking it into limited magic seems like a terrible idea - If anyone, the SWAT team would likely be the ones MOST likely to operate with magic. In Waterdeep, for example, the normal beat cops don't have much more than sticks and armor... but when the WOMP gets called in (Watchful Order of Magists and Protectors), they're bringing the proverbial big guns.

Unless, of course, the society is so magic-aligned that the first move of the SWAT Team is to suppress magic in an area, and are specifically trained as badass mundane mage-slayers.

That is an excellent point. I do have a few points.

SWAT now? They have basically the same weapons as patrolmen. North Hollywood taught LEOs that lesson the hard way. Not to mention the fact that patrolmen can get the semi auto AR and be just as effective (since full auto is a waste of ammo and accuracy even by military standards in most cases). So I think they will get a bit more “gold” to select their weapons and armor. I will also give them access to special beaching tools and stuff too. The weapons won’t be as big a deal.

I suppose I would allow more magic and encourage mage slaying? But I’d also want heavily armored players with a focus on martial weapons? Where patrol might be more “simple.” I’m still not 100% on this. I’ve been trying to work it out for a few days. The big thing is the “tactics.” I’m going to set up a few encounters and hostage situations. The players will have control of the element and direct them accordingly.

I have a few maps that I’ve pulled and drawn up (wrapping paper and coins FTW). Players will discuss and create characters together In our text thread. They also are going to select their entire element (so the 4 of them and them 8 other NPCs). I’ve given them a few basic scenarios that they encounter: warrant on gang, barricaded unstable suspect, hostage situation, unknown (will be a terrorist plot with bomb traps or a dignitary protection depending on what they pick). They have a 12 man element that they are creating.

ImproperJustice
2019-05-15, 09:08 AM
Great idea by the way.

Reminds me of when d20 Modern came out and someone ran a modern SWAT team through the tomb of horrors. Starting off with a C4 charge on the main entrance.


So I think your team would want to use either arcane eye, or a Chain Lock familiar to get intel on the place. This is a great way for someone with keen mind to use minor illusion to replicate voice and visual data for the team.

Then a Rogue or other lockpicking specialist backed by pass without trace or silence used on the party as they make their quiet entires seems appropriate.

Swat teams then usually use a mix of shock and awe to disorient and disable attackers.

So spells like Sleep, Fog Cloud, Silent Image, Hypnotic Pattern, Web, etc... are gonna shine here.

Could be a lot of fun.

blackjack50
2019-05-15, 09:37 AM
Great idea by the way.

Reminds me of when d20 Modern came out and someone ran a modern SWAT team through the tomb of horrors. Starting off with a C4 charge on the main entrance.


So I think your team would want to use either arcane eye, or a Chain Lock familiar to get intel on the place. This is a great way for someone with keen mind to use minor illusion to replicate voice and visual data for the team.

Then a Rogue or other lockpicking specialist backed by pass without trace or silence used on the party as they make their quiet entires seems appropriate.

Swat teams then usually use a mix of shock and awe to disorient and disable attackers.

So spells like Sleep, Fog Cloud, Silent Image, Hypnotic Pattern, Web, etc... are gonna shine here.

Could be a lot of fun.

Yep. I’m still learning myself. I play a regular game with friends, but then I have another set that played a watch campaign and they were all new to the game as well. I DMed and it went very well. I had help from an experienced DM on setup and stuff. And since the game was centered around law enforcement (we all watch live Pd) it was mostly RP and limited combat (but fun and engaging) with almost no magic. I don’t know much about magic. I guess this is a good chance to learn.

I will talk to my friend the experienced DM as well. I will need to make sure the bad guys have decent spells too. Or progressively stronger ones.

Vogie
2019-05-15, 11:06 AM
They also are going to select their entire element (so the 4 of them and them 8 other NPCs). I’ve given them a few basic scenarios that they encounter: warrant on gang, barricaded unstable suspect, hostage situation, unknown (will be a terrorist plot with bomb traps or a dignitary protection depending on what they pick). They have a 12 man element that they are creating.

I think you'll have to create several tactics. Such as:

2 groups of 6, each with a pair of PCs and a quartet of NPCs, for divide and conquer operations
Diversion/Incursion, with 8 NPCs causing a ruckus as the 4 PCs slip in the back
4 groups of 3, each with a PC guiding a pair of NPCs as they search perimeters, or come in from all sides



So I think your team would want to use either arcane eye, or a Chain Lock familiar to get intel on the place. This is a great way for someone with keen mind to use minor illusion to replicate voice and visual data for the team.
Then a Rogue or other lockpicking specialist backed by pass without trace or silence used on the party as they make their quiet entires seems appropriate.
Swat teams then usually use a mix of shock and awe to disorient and disable attackers.
So spells like Sleep, Fog Cloud, Silent Image, Hypnotic Pattern, Web, etc... are gonna shine here.
Could be a lot of fun.

Yeah, there's lots of potential neat shenanigans. Something like:

Monks and Eagle Totem Barbarians leaping between buildings and running up walls
a Sorcerer flying in and hitting all targets in sight with an upcast, Heightened Hold Person, while the Martials breach the doors & windows
Using Passwall to Breach a wall without explosives
"Grenades" of Color Spray or Sleep, followed up by the SWAT team swarming in and putting the blind and/or sleeping targets in manacles.