Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Wednesday, September 4, 2013

Theater of the Mind in Practice

In my experience, there are two kinds of battles that are suitable for Theater of the Mind
(1) Fights with many combatants milling around one fixed point of reference. 
(2) Fights with one enemy combatant moving between several fixed points of reference. 

Fights with several enemy combatants moving between several fixed points of reference aren't really suitable for TotM.

If You Have One Fixed Point of Reference

If you’re running a fight around one fixed point, the main opportunity for environmental interaction obviously must come from that fixed point. A good example of this kind of fight is the DDN in-house playtest where the party and the orcs are fighting around a flamethrower contraption. From what I've seen, players find it satisfying to destroy or mangle the fixed point of reference; again, the playtest fight offers a great example of this. So it’s best to make that fixed point something that’s in effect a barrel of dynamite with multiple brightly colored fuses just waiting to be lit, or an extremely expensive and fragile vase that somebody doesn’t want to see broken.

If You Have One Enemy

If you’re running a fight with a single enemy (usually a boss type), then there are a couple different things to keep in mind. 

First, the single enemy can use terrain features like he would his minions. For example, he can use the terrain to as blockers: the archetype is probably the teleporting mage that moves from alcove to alcove in order to keep out of sword reach of the fighter. The enemy might use the terrain to heal himself somehow—I just played through kotr on my iPad, and the final battle is fresh in my mind. The enemy might use the terrain to inflict damage—I’m always reminded of the examples back in one of the 2E supplements where an enemy has about ten loaded heavy crossbows mounted in a line as the PCs charge in and he moves between them inflicting some pretty serious damage in the first couple rounds of combat. 

Second, if there is really only one enemy, it’s a safe bet that either he or the players will find themselves on the run at some point. So you will want to decide beforehand whether the fixed points of reference will aid or stymie escape, and also what avenues for escape are actually available.

The Sniper: Exploration with Combat Elements

There is another kind of TotM battle that probably has a fancy name of which I am unaware: I like to call it "exploration with combat elements". In this type of fight, there are enemies present either taking pot shots at the PCs, or threatening to. I don’t use strict timekeeping for this kind of fight; instead, I just ask everyone what they’re doing and update the NPC actions whenever it feels appropriate. 

Usually this kind of fight is actually a built-in clock against which the PCs must race while attempting to complete some other task. For example, if the players are attempting to fend off a pitchfork mob while working to free a prisoner from jail, they have to contend with the occasional stone or hunting arrow shot in their direction, but the real purpose is to remind the players that they have a finite amount of time to complete the exploration task before the mob loses its temper and decides to burn the jail down with them in it.

Final Thoughts

The last thing to keep in mind about TotM is that there’s no shame in deciding that this particular battle has gotten too complicated for TotM, and just throw together a sketch so everyone’s on the same page again. For that matter, there’s no shame in keeping a little sketch behind the screen for you keep tabs on who’s where doing what to whom, especially if there are things happening off camera that you need to keep track of.

Tuesday, February 5, 2013

Mass Combat Rules, Take 1

I've been working on some mass combat rules over the last six months or so, with the general aim of having them as a resource in case I get the chance to run a Birthright style game sometime down the road. They might be of interest to other GMs.

Note "drawing for initiative" refers to my earlier posts about savaged initiative. The "Vis", "Unit Maintenance", and "Mustering Costs" refer to my as-yet-unfinished domain management rules.

Enjoy!

The Rules

These rules assume that the PCs are commanders with authority over a large number of troops. 

Combat Units:  Combat units are defined by a battle die (ranging from 1d4 to 1d12), an Encounter Power, a movement speed (in 100' increments), and a pool of Morale Points (ranging from 1 to 3) to represent durability.   (Units also have muster and maintenance costs, but these do not affect mass combat.)  Units do not have their own initiative; instead, they act on the initiative of the PC or NPC who commands them. 

Initiative: Commander initiative is determined by base THAC0.  Commanders with THAC0s of 15 or greater draw two cards and take the worst; commanders with THAC0s between 14 and 10 draw a single card; and commanders with THAC0s of 9 or less draw two cards and take the best.  Certain backgrounds and items may improve this draw by up to one step.

The mass combat is played out on a hex grid.  Each hex is about 100' across.  Generally, terrain is divided into clear terrain (units may move full speed); moderate terrain (units move at half speed); difficult terrain (all units move one square per round); and impassible terrain.  Unit markers are longer than they are wide to represent column facing.

Mass combat occurs in one-minute combat rounds.  As with small-scale combat, commanders declare their actions before drawing initiative.   On their initiative counts, commanders may (1) issue movement orders, (2) order a unit to use an "on command" encounter power, (3) rally their troops , (4) cast spells, or (5) take some other player-defined action.  Commanders who draw the joker may take two actions in a mass combat round, but this does not confer upon any troops the ability to act twice.

  1. Command Units to Move:  The commander may issue a single command to any number of unengaged units on the field.  Only unengaged units may be designated (see below for engagement rules).  Every designated unit receives the same command, which it follows to the best of its ability.  Example  commands include "advance at your maximum speed", "wheel 90 degrees to the left", and "advance 100 feet".  If, during its movement, a unit becomes adjacent to an enemy unit, it immediately stops moving and becomes engaged (see below for engagement rules). Once a unit has been commanded, it cannot take any further actions in this combat round.

  1. Command troops to use an "On Command" encounter power:   Some Encounter Powers have the trigger “on command”.  A commander may order any number of units to use a single Encounter Power.  The commander may choose only one Encounter Power that is to be used.  Any number of units having an Encounter Power by that name may then use the power.  If the Encounter Power allows a choice in targets, the commander is free to designate each unit’s target. Once a unit has been commanded, it cannot take any further actions in this combat round.

  1. Rally Troops:  On their initiative count, commanders may attempt to rally their troops, causing them to regain the use of an expended Encounter Power.  Engaged units and units that have already been commanded this round may still be rallied.  To rally their troops, the commander simply makes a charisma check.  If the check is successful, make note of the amount by which the check was passed--this is the number of Morale Points worth of units that the commander may rally this round.  Rallying a unit does not take up its action for this round--it still may be commanded.

  1. Cast Spells:  The results of spell casting will be adjudicated on the fly, taking into account the effect the spell would have on a representative member of the target unit.   As a rule of thumb, the total area affected by a spell must be equal to at least 1/2 the size of the target unit  in order to have any appreciable effect on the mass combat.  Typical outcomes may be the loss or gain of morale points; restricted, impeded or enhanced movement; a bonus or penalty to the unit's battle die rolls; or the creation of new units on the field of battle. In addition, powerful spell casters may gain access to battle spells.  Battle spells cost vis and require access to a Battle Magic Supply Train.

  1. Player-Defined Action: Nothing prevents players from taking other actions not listed above.  Note that any commander in proximity to his own troops benefits both from concealment and good cover, as if he was hiding behind an arrow slit.

Engaged Units: If a unit enters a square adjacent to an enemy unit, both units stop moving and become engaged in combat.  Engaged units may not move until the enemy unit has been destroyed.  Apart from certain encounter powers, there is no option to disengage once a unit has been committed to combat.

Ending the Round: After the last commander has acted, engaged units roll their battle die to determine the result of their combat this round.  A unit deemed to have a minor disadvantage (such as fighting from lower ground) takes a -2 penalty to its roll.  A unit flanking another unit rolls two battle dice and takes the higher roll.

Compare the rolls of each opposed unit.  If any unit's roll exceeds that of its foe by 3 or more, the winning unit inflicts one point  of morale damage, plus one additional point for every additional +2 by which the winning roll exceeds the losing roll.  If a unit's morale point total drops to zero, it is routed from the field and removed from the mass combat.

Once all engaged units have rolled their battle dice, the combat round is complete, and play continues with commanders declaring actions and drawing initiative for a new combat round.

Sample Encounter Powers

Launch Volley: On command, inflict 1 morale damage on an unengaged unit within 10 squares.

Feast on the Weak: On engaged with a unit that has 2 or less morale, the opposing unit is destroyed.
Spirited Charge: On engaged, the opposing unit suffers 2 morale damage.
Receive Charge: On engaged with a unit of large creatures, the opposing unit suffers 3 morale damage.
Sow Confusion: On engaged, the opposing unit’s encounter power is expended with no effect.
Shatter Arms: On engaged, the opposing unit’s battle die is reduced by one step for the remainder of the encounter.
Raise Shield Wall: On command, all damage suffered this round is reduced by 1.
Cast Pilum: On engaged, the opposing unit’s speed is reduced by 2 for the remainder of the encounter.  Optionally, may also become disengaged and move backward 2 squares.
Gout of Flame: On command, all units within a forward-facing line 5 squares long take 4 damage.


What's influencing me right nowBirthrightA Song of Fire and IceXCOMArs Magica

Friday, January 11, 2013

Surprise in Combat

Who's influencing me right now: Gary Gygax, Cyclopeatron

Here's a house rule from Mr. Gygax that I hadn't heard before.
    * 1d6 for surprise. 1=1 round. 2=2 rounds. 3 or more=no surprise.
 I would extend this rule for rangers:
    * 1d6 for surprise. 1=1 round. 2=2 rounds. 3=3 rounds. 4 or more=no surprise.
This looks like it would fit nicely into our houseruled initiative system.  The only hitch I can see is that I like to  sometimes give automatic surprise to the player who jumps the gun.  In that case I would roll it like so:
    * Non-Rangers: 1d2 for surprise. 1=1 round. 2=2 rounds.
    * Rangers: 1d3 for surprise. 1=1 round. 2=2 rounds. 3=3 rounds. 
And that should do it.

Thursday, January 10, 2013

Brawling & Grappling in OSRIC

Who's influencing me right now: Roger SG Sorolla.

Roger over at Rolls, Rules & Rolls just re-posted these rules. I hadn't seen em before.


It occurs to me that they're ready made to drop into an OSRIC game.  The attacker rolls to hit against AC 5 to AC 15 (DM's call; depends on the nature of the target) and compare the difference with the amount by which the target made their save vs. aimed magic weapons.

The rules for attacking into a brawl are the same for shooting arrows into a melee--in OSRIC, the attacker randomly determines their target. Speed saves are Saves vs. aimed magic weapons. I use 2nd Edition monsters, so size differences work unchanged.

Good stuff!

Sunday, January 6, 2013

AD&D Initiative... SAVAGED! (Example Play)

What's influencing me right now: Savage Worlds, Hackmaster Example Play.

Earlier, I outlined an initiative system that used the Savage Worlds card draw instead of the traditional d6 or d20 dice roll. Now I'm going to present an example of how such a system would look in actual play.

As you may recall, the order of initiative should look something like the picture below, with jokers and 2's going first, and aces and jokers going last.


The Three Heroes

Helen: 1st level fighter.  Elf.  Likes chocolate, hates furry things.

Roy: 1st level fighter/magic user.  Elf.  Likes killing, hates delays in the action.

Jenal: 1st level thief.  Elf.  Likes shiny things, hates goblins.

The Adventure

On their way to the mysterious Temple of Mystery, our intrepid heroes discover a mossy cave with tiny footprints leading in and out. Intrigued, they decide to investigate...

DM: As they descend into the cave's twisting depths, the heroes' infravision renders them colorblind.  Everything is shades of gray--gray cracks in the wall, gray dirt on the floor, and gray footprints in the dirt.  The footprints lead straight ahead for fifty feet until--(here the DM rolls some dice)--the heroes are stopped dead in their tracks by the sound of high-pitched cheering and squealing from somewhere up ahead.

Jenal: Can we see where they're coming from?

Plot Armor: Negating a Hit

Who's influencing me right now: Zak S., Courtney Campbell, Paizo

OSRIC, like First Edition before it, is best played with about 5-6 players, all of whom had better be A-OK with high player character turnover.

Our group has only three players.  All of whom are less than OK with high character turnover.

So, in addition to the usual death & dying houserules, I'm considering the following rule to boost PC survivability.

Draw a Card From Paizo's Critical Hit Deck to Negate a Hit

A character who is not critically wounded may, at any time, choose to draw a card from the Critical Hit Deck in order to negate any hit point damage they might have received from the hit.

Instead of hit point damage, the hit inflicts a critical wound equal to the status effect indicated on the drawn card.  This status effect will persist until the character has taken one full week of non-adventuring bed rest.

Saturday, January 5, 2013

AD&D Initiative... SAVAGED!

What's influencing me right now: Savage Worlds.

AD&D initiative isn't horribly complex, but it is different than what my players are used to.  And it's got a bit of a learning curve--simple enough once you've internalized the design ethos, but wonky during the learning process.

Unfortunately, I'm stuck gaming over a VTT, and some of my players have some learning problems that are  going to prevent them from making a smooth transition from "new school" initiative to the older method.  Without being able to explain things person-to-person, I'm not confident our group will be able to make the transition.

Heck, I'm not even sure I would be able to keep things straight once I get a couple of beers in me.

To keep our group from falling apart during our transition from 3.x to OSRIC, I've decided to hack into Savage World's initiative system.  Sure, it's kind of weird to people used to d20 initiative rolls, but it's got a few things going for it too.

The Advantages of Savaging Initiative

First, it's easy to play on roll20.net.  Just deal cards and count 'em down over voice.

Second, it's a smooth replacement for AD&D initiative.  Initiative occurs in a different order every round.  Players can declare their actions before drawing initiative.  Initiative can be be improved/reduced depending on what actions a player declared.  Spellcasting can be interrupted.

And finally, when it comes right  down to it, I suppose I actually kind of like Savage World's initiative.  It gets tense when you deal initiative face down and count down the initiative, not knowing who is going to get to act first.

The Rules

Before each round begins, players must declare what their characters are doing in the round.  Once the actions are declared, players will draw from a standard deck of playing cards— jokers included—which is reshuffled each round.
  • Draw two cards and choose the best if you are attacking with a weapon with a maximum damage vs. medium creatures of 5 or less, or if you are casting a spell with a casting time of 2 segments or less. 
  • Draw one card if you are attacking with a weapon with a maximum damage vs. medium creatures of 8 or less, or if you are casting a spell with a casting time of 5 segments or less. Also draw one card if you are closing with the enemy or taking other non-combat actions.
  • Draw two cards and choose the worst if you are attacking with a weapon with a maximum damage vs. medium creatures of 9 or greater, or if you are casting a spell with a casting time of 6 segments or more.
Characters with high or low dexterity scores should subtract their Surprise Bonus from the max damage of their weapons for the purpose of determining how many cards they should draw.  Characters deemed to have the advantage of surprise improve their initiative draw by one step, drawing four cards and choosing the best if they were already eligible to draw two.

Initiative occurs in the following order: Joker-2-3-4-5-6-7-8-9-10-Jack-Q-K-A-Joker.  In case of a tie, clubs beat hearts beat spades beat diamonds.  The DM will count up the cards in order.  It is the player’s responsibility to speak up when their card is called.  No one goes out of order under any circumstances.

If a character has multiple attacks that round, they all occur when the character's card is called.

A character casting a spell with a casting time of less than one full round may be interrupted any time before his or her card is called.  The spell takes effect when the character's card is called.

A character casting a spell with a casting time of one full round or greater may be interrupted any time before the round in which the spell is completed.  The spell takes effect at the beginning of the round in which it completes.

If a player draws a joker, he or she may act twice in a round: once at the beginning and once at the end.  On their second action, the player who drew a joker may take any action, provided it is different than the action taken at the beginning of the round.  For example, a character who attacked with a longsword could then cast a spell at the end of the round, but could not make a second longsword attack.   A character spending the entire round casting a spell does not benefit from drawing a Joker.

Sometimes, a player will wish to alter his or her action during the round, and do something other than what was declared.  If the change is minor (for example deciding to attack the orcs instead of the trolls because another player has already wiped the trolls out) then the change can be made without penalty.  Major changes (for example, deciding to cast a spell instead of attacking the troll) are not allowed.