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FASA Games, Inc.FASA Games Forums and News 2019-02-21T19:29:32 http://www.fasagames.com/forum/app.php/feed/topic/1194 2019-02-21T19:29:322019-02-21T19:29:32 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9079#p9079 <![CDATA[Re: combat tactics]]>
Also, entering or leaving a hex "threatened" by someone allowed the threatening party a free rotation (once per round).

No need for special stance. No need for a die roll.

So the Thief can still sneak up and Surprise Strike to the Blindside, if they successfully used Stealthy Stride, or if they timed things right with their allies to take up the targets free rotation that round.

Similarly, an enemy charging past the Warrior to get to the Magician would be slowed by the process at least 4 yards, possibly more. And now the Warrior can rotate and is (likely) ideally positioned for a Blindside attack.

Statistics:Posted by Dougansf — Thu Feb 21, 2019 7:29 pm


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2019-02-10T14:42:062019-02-10T14:42:06 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9031#p9031 <![CDATA[Re: combat tactics]]> Statistics:Posted by Slimcreeper — Sun Feb 10, 2019 2:42 pm


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2019-02-09T06:41:142019-02-09T06:41:14 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9030#p9030 <![CDATA[Re: combat tactics]]> Statistics:Posted by Tattered Rags — Sat Feb 09, 2019 6:41 am


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2019-02-08T06:37:122019-02-08T06:37:12 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9027#p9027 <![CDATA[Re: combat tactics]]> Mostly the advantages people are proposing house rules to deliver can be achieved just by having a character Reserve an action to perform a Shield Bash. So what is wanted can be achieved without any new rules. The various house rules just make it easier/cheaper to get the same effect.

My random thoughts on the subject.
  • In restricted terrain, such as a corridor, it is reasonable that you can keep several (but possibly not many) people from pushing past you.
  • In open terrain with no choke-points, it is not reasonable for anybody to keep more than one person from simply going around them (a reserved action lets you move to and attack one person, everybody else just moves around the new location).
  • All the Earthdawn glass cannon types have things they could be doing to protect themselves. If they are not using movement enhancers (flight spells for example), Avoid Blow buffs, Etc. in situations where their allies can't form a battle line to protect them, then their being squished is on them.
  • It should not be very common for opponents to all rush past the big guy with the axe to swarm the skinny guy with the wand. If they do, the big guy with the axe should turn around and bash their skull in, thus demonstrating how ignored he feels. The skinny guy should run away (or better yet, fly away).
  • When outnumbered in open terrain where you don't hold a maneuverability advantage, there is (nor should be) any way to keep some of the enemies off the squishiest. Its going to happen so just make it a point to kill the ones on them first.
  • Sure every force wants to protect their artillery. But if you find yourself in a situation where you can't, it is not because life/rules are unfair. It's because your artillery was in a poorly chosen location. Possibly the site of the battle was poorly chosen by you.

Statistics:Posted by ChrisDDickey — Fri Feb 08, 2019 6:37 am


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2019-02-07T21:58:122019-02-07T21:58:12 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9026#p9026 <![CDATA[Re: combat tactics]]> Let us know how it goes!

Statistics:Posted by Telarus — Thu Feb 07, 2019 9:58 pm


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2019-02-07T21:54:492019-02-07T21:54:49 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9025#p9025 <![CDATA[Re: combat tactics]]>
I'll think on it and run it by my players tomorrow. Might even be able to try out some of the mechanics, too.

Statistics:Posted by Tattered Rags — Thu Feb 07, 2019 9:54 pm


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2019-02-07T21:27:102019-02-07T21:27:10 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9024#p9024 <![CDATA[Re: combat tactics]]>
But you only have 6 seconds, and if I'm waving my sword in your face (literally pointing at your eyes every time you come into range), you ain't getting past me unless you give me a WIDE birth. Or you could try to push past/bowl me over, but at that point, _I'm_ your target for the round.

Statistics:Posted by Telarus — Thu Feb 07, 2019 9:27 pm


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2019-02-07T20:23:012019-02-07T20:23:01 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9023#p9023 <![CDATA[Re: combat tactics]]>
Thoughts? I've got lots of criticisms in my head, but I really want to make it painful trying to push past without dealing with the guard while still leaving the option available.

Statistics:Posted by Tattered Rags — Thu Feb 07, 2019 8:23 pm


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2019-02-06T21:12:592019-02-06T21:12:59 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9022#p9022 <![CDATA[Re: combat tactics]]>
Telarus wrote:
Wed Feb 06, 2019 8:01 pm
If you are going to bring in talent/skill ranks, it may be worth targeting the incoming attacker's Physical Defense with the Talent/Skill (this is how Acrobatic Defense & Maneuver work).
The reason I brought in the Talent was to reflect different level of abilities for a given person to hold an area. Forcing that person to roll can cause several off-turn rolls, which complicates things.

Also, I'm not sure how to manage the interaction. Does success just stop the opponent? Is there room for extra successes? Does the result instead serve as the DN for the opponents' dex rolls, or is it against an opponent's stat? When do they roll? Are they allowed to do something else with their Standard Action that round, or is this attack roll their action?

I'm not opposed to it; I just can't figure out how to make it work. Answers to some of those questions are obvious, but others not so much. Any suggestions? I do like the benefit that making the ground-holder roll does suggest that you can overwhelm them to get someone past.
Telarus wrote:
Wed Feb 06, 2019 8:01 pm
Hmmmm... so you might be able spend successes from those type of abilities (Great Leap also comes to mind) to negate one threatened hex.
My proposed method does allow for use of something other than Dex. I like that.

Statistics:Posted by Tattered Rags — Wed Feb 06, 2019 9:12 pm


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2019-02-06T20:01:102019-02-06T20:01:10 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9021#p9021 <![CDATA[Re: combat tactics]]>
If you are going to bring in talent/skill ranks, it may be worth targeting the incoming attacker's Physical Defense with the Talent/Skill (this is how Acrobatic Defense & Maneuver work).

Hmmmm... so you might be able spend successes from those type of abilities (Great Leap also comes to mind) to negate one threatened hex.

Statistics:Posted by Telarus — Wed Feb 06, 2019 8:01 pm


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2019-02-06T18:10:542019-02-06T18:10:54 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9020#p9020 <![CDATA[Re: combat tactics]]>
Filling a choke point with a body is an unsatisfying answer since that doesn't work in every scenario.

I like the simplicity of Telarus's Dex roll, but I also like the idea of Slimcreeper's combat option, as it forces the player to make a conscious decision that they will guard the area.

Perhaps marry the two ideas? Guard duty, line in the sand, none shall pass, whatever you call it, should force an opponent trying to get past you to suffer in some way. The best is halting of movement for, at the very least, people coming into the threat range. But I don't like it being automatic.

(Ugh: the following got very complex quickly as I tried to balance it.)

Anyone entering a hex threatened by someone using the combat option must succeed in a dex roll against ?? or their movement is reduced to zero. Or should the person using the option roll something? How does this affect a charging person?

Anyone attacked by someone using this combat option can only move in a direction allowed by the user, or directly away from the user, whether the attack hits or not. Moving in any other direction causes the target to be harried. If the new hex is also threatened by the option user, another roll is made to see if they must halt their movement.

Penalties for using this option are the same as Defensive Stance, but they do not gain the benefits of Defensive Stance.

(You know what, here's a simpler version that mostly just does what Telarus does.)

-3 to all tests except Knockdown tests
User must declare melee combat Talent or skill and can only use that when attacking (includes unarmed combat)
Any opponent attempting to enter a threatened space must succeed in a Dex test against the total Step of the user's declared talent or skill. Each success allows the opponent to move into a threatened hex. If they have enough successes to move through all threatened hexes they wish to, they can continue on with their movement as normal. Any failure reduces their movement to zero. Charging opponents who fail must make a knockdown test against the user's declared Talent or skill. (Maybe charging opponents can move 2 hexes per success?) Movement out of a threatened hex does not force a roll unless it is also movement into a threatened hex. A hex is considered threatened if an opponent in that hex can be attacked by the user using their declared Talent or skill.

If no one can spot any obvious flaws with that, I might try it out.

Statistics:Posted by Tattered Rags — Wed Feb 06, 2019 6:10 pm


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2019-02-06T04:58:032019-02-06T04:58:03 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9019#p9019 <![CDATA[Re: combat tactics]]>
Also, both parties are looking to Knockdown the other. The defender wants to pin the attacker so he can't reach the target, and if the attacker knocks the defender down, he no longer threatens/controls the area. Stun attacks also work well here.


I used to have people "count down initiative" as they moved, and if you got within a bout 10 yards, I think, of a character that had movement left and who wanted to stop you, they could intercept by also "counting down" and moving towards you.... it was ok, but really fiddly when more than a few characters are involved.

Statistics:Posted by Telarus — Wed Feb 06, 2019 4:58 am


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2019-02-05T23:12:162019-02-05T23:12:16 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9018#p9018 <![CDATA[Re: combat tactics]]>
Guard Duty: A character may decide to spend a round protecting an area of the battlefield.The character uses close combat abilities to control movement through the area within 2 yards of him or her. The character’s movement rate is halved and he or she is considered Harried for any ranged attacks or spellcasting tests. However, any hostile character moving through the area within 2 yards of the character also moves at half speed. This can be combined with Reserve Action to attack a character that enters the zone, as well as other options such as Aggressive Stance.

So you try to charge past a person and 2 or 3 hexes count as 4 or 6, meaning you probably can't reach your target, and the guard can have a reserved action readied to wack you in the back of the head once you run past. And because it's an option, it's easy to ignore if you don't need it. I haven't tried it out yet, so if you do let me know.

Statistics:Posted by Slimcreeper — Tue Feb 05, 2019 11:12 pm


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2019-02-05T23:06:142019-02-05T23:06:14 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9017#p9017 <![CDATA[Re: combat tactics]]> Statistics:Posted by Telarus — Tue Feb 05, 2019 11:06 pm


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2019-02-05T22:15:462019-02-05T22:15:46 http://www.fasagames.com/forum/viewtopic.php?t=1194&p=9016#p9016 <![CDATA[Re: combat tactics]]>
(to ianir: also thx for ur attempt at answering, but im looking for a satisfactory and simple way to model "real" situations not to tailor the events/circumstances to the players' feelings/needs).

to telarus: why dex instead of initiative? would that give initiative too much value?

Statistics:Posted by earcaraxe — Tue Feb 05, 2019 10:15 pm


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