Showing posts with label battle. Show all posts
Showing posts with label battle. Show all posts

Saturday, July 5, 2014

5th Editon Basic Review Part 3



D&D is a roleplaying game, it’s a game of wonder, and exploration… and pretending to kill things. Now this blog is going to get into the combat rules of 5th edition.The combat chapter is organized along the order of combat from surprise,to initiative, to your turn and covers plenty of ground for the basic game. I’ll cover all the combat in the order and attention it get sin the combat chapter.
Surprise hinges on DM decision of who may be surprised. If specific situation don’t lead to an immediate decision the DM compares Stealth and Perception of each creature and those on each side that don’t notice a threat are surprised and unable to take an action until the turn ends.

Initiative determines the order of each PC and group of similar monsters turns in a combat round. Everyone makes a dexterity check (well guys sloppy language use there it’s actually a roll because nothing is actually be checked against) and the highest check goes first with the DM resolving ties. Initiative is rolled but once per combat.

Now on Your Turn you get to make actions in combat such as making and attack, moving, dodging or readying an action or taking a bonus action. Some opponents actions may spark a reaction, you may only take one reaction per round.

In combat PCs and monsters may be in constant action using movement and position to gain the upper hand. On your turn you can move up to your speed in distance and possible special movement (jumping, climbing, etc…).  In Basic D&D everyone can break up the move, you are allowed to move some, attack, and move some more. Difficult terrain is is moved over at ½ speed. You can drop prone at no speed cost, standing up costs you half your speed for the round. You can interact with one object a round at no cost to actions (you can draw a weapon at no cost, opening a door and walking through) unless there is something interfering with that interaction as decided by the DM, interacting with a second object counts as a used action for the round. It is possible to move through a friendly creature’s space in combat or sneak about really big creatures as long as you don’t end your move in their space but attempting to leave a hostile creatures reach can provoke an attack of opportunity.
Spaces are explained as is the option of playing on a grid, they game does not depend on a grid or miniatures being used. You can squeeze into a tight space but that counts as difficult terrain and anything you attempt is likely to be at a disadvantage.

Actions in combat include making an attack, casting a spell, dashing (moving quick), disengaging, dodging, helping, hiding, readying, searching, and using and object. Disengaging allows one to move out of a foes reach without being threatened by an attack of opportunity. Dodging causes any attacks made against you to be made at a disadvantage and all your dexterity saves will be at an. Helping let’s you offer healing or such to anyone or improve an adjacent allies actions in combat so they attack at advantage. Readying sets up an action as a response to opponent’s actions.

Making an attack uses the good old d20 after you have picked a target. Roll 1d20 and add the appropriate ability modifier (normally Strength for melee of Dexterity for ranged combat but there are exceptions based on equipment and special abilities), add in your proficiency bonus and if the roll equals or exceeds the AC of the target you have hit. (For those not in the know AC starts at 10 and goes up).  A hit roll of 20 is always a hit and is a critical hit. A hit roll of 1 always misses regardless of modifiers and targets AC. If a foe should be obscured or invisible you attack at a disadvantage. m/aking a ranges attack with a foe within 5 feet causes the attack to be disadvantaged.

Opportunity Attacks are allowed if a hostile attmepts to move out of reach. Making an opportunity attack costs you your reaction for the round. If an opponent is knocked away bey an explosion or som other situation foes do not get opportunity attacks against them. AoO still here but not as invasive as they were in 3.X.

Grappling is pretty simple as written you grab a foe no more than one size category larger and a contest ensues between athletic ability or athletics and acrobatics (STR vs STR, or STR vs DEX). Unfortunately the rules don’t make it clear if that grab is a melee attack or just the ability contest. You can wriggle free from a grapple or break free. If you have successfully grappled a foe you can drag them around at ½ your speed.

You can choose to shove a creature to knock it prone or knock it away, the target can be no more than one size class larger and the results are resolved by an ability contest.

Damage and healing is covered next and the damage roll and critical hit is explained; on an attack roll of 20 (or other rolls for some special abilities) an attack is a critical hit which allows the attacker to roll twice as many dice before adding modifiers to determine damage (so if you have a 1d8 damage weapon and a +2 strength bonus on a critical hit you would roll 2d8 and add your bonus of 2 points). Danage types are covered some foes aren’t harmed by some attack forms. If a creature or object has resistance to an attack form only half damage is inflicted on it by that attack form. If a creature or object has vulnerability to an attack form damage of that type is doubled. Only one type of vulnerability or resistance counts in. There’s a whole lot of easy and readily recieved healing in 5th editon with rest easily restoring HP. Dead creatures can’t regain HP until they are revived.

Dropping to 0 Hit points causes a target to fall unconscious if it doesn’t kill them. Massive damage kills a target instantly if there is remaining damage equal to your normal hitpoint maximum. Example: a target normally has 5 hit points and was wounded earlier so they only have 2 hp currently and they suffer a blow of 8 hp causing them to be instantly killed as there are 6 hp remaining in the attack and this is greater then (or equal to) the normal max HP of 5 that the target had. Even with all the easy healing combat will be pretty lethal to low level characters.

Death Saving Throws: at the start of any turn with 0 hit points a character must make a death saving throw.  This save is a simple d20 roll with no ability modifiers. You do not die until your third failure or stabilize until your third success. If you roll a 20 on the death save you actually recover a hp. If you roll a 1 it counts as two failures. Any damage inflicted on you before you are stabilized counts a as a death save failure (a critical is two failures).  Anyone can attempt to stabilize a creature by using their action to administer first-aid, stable creatures don’t have to make death saves unless hit again. Stable creatures regain a hit points in a couple hours. You can attack to knock a creature out and in such an attack rather than dealing a killing blow when you knock it to 0 hp you have simply knocked the creature out and they are unconscious but stable.

Mounted combat and underwater combat get a some limited attention. No clear advantage to mounted combat is given beyond the speed of but adequate rules cover some combat situations. Underwater combat is treated very briefly mostly limiting ranged combat and reducing attacks to disadvantaged attacks to those with no swim speed. Both of these areas of combat are under-explored in the basic rules in my opinion.

So that’s it for combat. No mention of attacking from behind or higher ground, no problem shooting into a melee. The difference between subduing damage and normal damage has been easily cleared up by an attacker simply not attacking to kill. The AoO horror from 3.x has been pretty much dropped and back to the good old days rules where you get a free attack against a foe trying to leave combat.  Characters are much more mobile in this version of D&D compared to any other I’m familiar with as everyone will be able to move about fairly freely in combat. Dying after being reduced to 0 hp isn’t instant but is also simple to deal with than in some other versions of the game with little book-keeping.  Death by HP loss looks like a threat round to round but not an enduring issue over the course of a game day. Combat is goign to be familiar round per round but over the course of an adventure it's going to have a different feel compared to older editions of the game.

Wednesday, November 9, 2011

What do we want out of our games?

Okay I have to admit it, I was fibbing last post. The mechanics i listed may in fact work for a very loose abstract representation of every contest in a game universe by making extremely likely events extremely likely and extremely unlikely events extremely unlikely. But do we really want that in RPG land?

What do we want mechanics to solve? Do we really need a mechanic to tell us a 10 tons weight dropped on James Bond's head will kill him? Do we ever need to compare Aunt May and Galactus in a head to head bout? How about an apatosaur stomping on Kongor the Dinosaur hunter?

If we decide for or agaisnt those extreme cases being solved by a game mechanic over GM judgment how much granularity between cases matters? Is it worth having a difference between A Zwiehander and a Dagger? Are butcher knives and stilettos all that different from each other?

What do we want? Plausible mechanics to resolve human scale conflicts? Plausible mouse vs mammoth resolution systems? Do we really need one mechanic to rule them all?

Thursday, September 22, 2011

Abstract Battles I

Many posts back I presented a method to conduct large battle based on morale called Battles in the heart and mind which explored/placed the role of morale as a major factor in large fights and battles and while it serves well in figuring out how large groups respond to combat it wasn't itself a complete mass combat/battle resolution system and certainly didn't cover what happens to the PC in the ebb and flow of major battles.

The most precise way to figure out what happens in large fights/battles is of course to use the standard combat rules but this can drag on and contribute to boredom and fatigue as many dozen attack and damage rolls are made. The next most likely method is miniatures battles which are a heck of a lot of fun and there are a lot of options out there but it alters the nature of play, requires a fair bit of space, a lot of miniatures and will certainly dominate a play session. Another solution and one I'm addressing here is the Abstract Battle.

Abstract Battle resolution assume a large fight (or actual battle) is a huge sweeping affair and the actions of individuals don't always have immediate or significant impact on the resolution of the battle itself and the important factor is how well the Player Character fairs in the battle. The fate of PCs will depends on fate and may be mitigated by their actions but entire battles will be resolved by comparatively few rolls.

The remainder of this post will provide the following cunningly named abstract battle Resolution method: Abstract Battle Resolution Method I

Abstract Battle Resolution Method I
In this method an entire battle is quickly resolved and the results as they fall upon each PC on the battle field are determined and resolved. PCs' may be captured or vanquished and the opportunity to collect bounty will be provided.
How long each battle takes to conduct in game time will vary with the size of armies and conditions of the battle field a clash of hundreds might only take an hour while a turn could take a day or more for epic armies numbering in the tens of thousands.

Step 1. Determine Outcome of Battle.Roll 1d6 for each side (apply a bonus for superior size of army, knowledge of tactics, more magic, etc to a max bonus of +3). The winning side will have the higher score.

Overall Battle Resolution
Compares Scores....Results
win by 4 or more.... Amazing Victory. +6 to PC Battle Roll.
win by 2 or 3.......... Well Fought Victory. +3 to PC Battle Roll.
win by 1.................. Pyrrhic Victory. +1 to PC Battle Roll
tie........................... Indecisive. no modifier to PC Battle Roll
lose by 1..................Forced from field of Battle. -1 to PC Battle Roll
lose by 2-3..............Brutal Defeat. -3 to PC Battle Roll
lose by 4 or more...Stunning Defeat, -6 to PC Battle Roll

Each character taking part in the battle must roll to determine their fate in with a Battle Roll on Step 2.

Step 2. Determine Individual Battle Results

Battle Roll (3d6 + modifiers)
0 or less......Separated and attacked by 20HD
1..................Separated and attacked by 10HD
2-3.............Separated and captured by 20HD
4-5.............Separated and captured by 10HD
6-7.............Attacked by 20HD
8-13...........Attacked by 10HD
14-15..........Attacked by 5HD, may Save Captured Ally if Attack is survived
16-17..........Attacked by 1HD, gain Booty Roll if attack is survived
18.............One Booty Roll
19............. Two Booty Rolls or Save a Captured Ally
20 or more.... Three Booty Rolls or Save a Captured or Vanquished Ally


Attacked by #HD. Make one attack roll as if by monster with HD indictaed per hitdie. Suffer 1d6 damage per hit. PC vanquished if damage exceeds HP. If vanquished make a save vs death if this save fails the PC is slain otherwise roll on Unexpected Survival Table.
If attacked and PC isn't separated they may sacrifice troops under their command , such sacrificed troops are automatically hit for 5 points of damage. Up to 1 defender may be sacrificed per point of CHA the character has. Any surviving members of charters unit may have their morale impacted by this tactic.

Captured by #HD. Make one attack roll as as if by monster with HD indictaed per hitdie. Suffer suffer 1d6 temporary damage per hit. Captured if temporary damage exceeds HP, otherwise PC escapes and rolls on the Escape Battle Table. It is also possible to avoid capture by using magic and special abilities (for easy resolution each such tactic reduces number of capturing HD per level of attempt).

Separated and... As either option above but no sacrifice of allies is permitted as character has been separated from them.

Save a Captured Ally: you may attempt to save an ally captured during the battle.An attack agaisnt enemy unit may be used as with PC getting three attack rolls and being able to roll up to twice CHA as HD attacks if commanding troops. If HD of capturing force is overcome the ally is rescued and they will have 1/2 total normal HP. This attempt will not put the rescuing PC at risk of being captured.

Save a Vanquished Ally: as above for capture. If ally is saved their death was greatly exaggerated they will retain 1 hp per level/HD. This attempt will not put the rescuing PC at risk of begin vanquished.

Booty Roll: The PC does well in battle and gains some booty. Roll on Booty Table.

Step 3. Resolution. If battle was victory each PC with CHA 13+ surviving the fight without having to be rescued (or escape capture or unexpectedly survive) get's a Booty Roll.

Determine loses.
Amazing Victory: All captives reclaimed, 3% of troops slain
Well Fought Victory: 60% captives are reclaimed. 10% of troops slain
Pyrrhic Victory: 30% captives are reclaimed, 20-50% of troops slain, 2-20% leave
Indecisive: 10% of troops are slain, 1d4% leave
Forced from field of Battle. 15% of forces slain. Leader escapes with 80% of force. remainder become brigands and roam countryside.
Brutal Defeat: 30% of forces slain, Leader may make save to escape with 5-50% of force.
Stunning Defeat: 40% losing force slain, 40% captured, leader may make save to escape with 1-20% of force. remainder scatter over countryside.

If battle was indecisive repeat Step 1 if neither side withdraws from fight (withdrawal is automatic if either side decides to do so). Each side will have the opportunity to use healing magics before next round of battle.

The winner may decide to press victory and assault enemy force before it can escape unless the victory was pyrrhic. If done return to step 1.

If step 1 isn't repeated. THE BATTLE IS OVER.

Unexpected Survival Table (1d12)1....Wake on field of battle with wounded enemy knight in view (both at 1/2 normal HP)
2.....Wake on field of battle stripped of all items of value (1 hp/level)
3....Wake on field of battle minus weapon and armor (1 hp/level)
4....Wake on back of steed missing weapon (1/2 normal HP)
5.....Wake under a hay pile on a nearby farm (1 hp/level)
6.....Wake in a peasant hovel being attended by peasant (1/2 normal HP)
7-8...Found by losing side and taken hostage (1 hp/level)
9-10..Found by winning side all gear returned (1 hp/level)
11...Reports of Demise greatly Exaggerated. 3/4 full HP and make another roll Individual Battle Results again.
12.....Escape the reaper, Stll have full HP roll on Escape Battle Table.


Escape Battle Table (2d6 roll)
2-4....Hide under a hay pile on a nearby farm.
5-6....Escape with your skin intact, all gear lost
7........Escape if you abandon armor and shield
8-9....You are stripped of all gear but steal an opponents horse and flee, allies left behind
10-11...You steal an opponents horse and flee, allies left behind
12......You escape with up to 1d6 times your CHA worth of captured allies.

Booty Table (1d100)
1-5..........Fine Sword
6..15.......1-12 Captive Camp Followers, no ransom forthcoming
16-25......Suit of Armor
26-27.....Enemy Banner, possible ransom of 1d100 g.p.
28-35.....1-20 Captive Levy, 30% chance of ransom of 1d10 g.p. each
36-39.....A Mule
40.........A Mule with Supplies
41-55....1-10 Captive Men-at-arms, 50% chance of ransom of 2d10 g.p. each
56-65...Captive Knight, 80% chance of 2d4 x 100g.p. ransom
66-67...Captive Lord, 90% chance of 2d6 x 1,000 g.p. ransom
68-75...Riding Horse
76-80...War Horse
81-95....20 g.p.
96-98...A Gold Ring
99-100....A Ruby Ring


The aftermath of a battle and the ability to exchange captive and get ransoms will vry with conditions of the campaign. Generally gentry are kept for ransom and commoners are slain or enslaved but they may be returned in exchange for captured men at arms.
A number of the results of escapes and survival could be played out and certainly lead to future RPG oportunities.

Wednesday, December 23, 2009

Battles in the heart and mind.

Morale and battles.

Morale plays a pivotal role in battles and it's often underplayed and ignored in Fantasy RPGs. In typical old school situations morale is checked in a very limited range of conditions or this pivotal element is left to DM fiat. It's my opinion that ignoring morale and the impact it can have in battle robs the game of some flavor it could have.

Throughout this article I will use a scale of morale based on scores of 2-12, higher scores reflecting a force with stronger morale then a force with lower numbers. Troops are assumed to be drawn up into companies of varying size and to be of uniform morale regardless.

To make a morale Check: roll 2d6 vs morale score.

These suggestions are meant to be applied in mass battles where the engagement of hundreds, thousands or tens of thousands may be played in a manner to make such large battle play out differently from regular melee.



On First Sight
-
When troops first spot the enemy on the battlefield initial impressions can have serious impact on the remainder of the battle.

Make a morale Check.

If the die roll is 2 the regiment is En-heartened and raises the units morale by 3.
The unit also gets a +2 to hit and on all saves until it fails a morale check for the remainder of the battle.

if the die roll is less then the morale score by 5 or more points the unit is Determined raise the units morale by 2. The unit also gets a +1 to hit and on all saves until it fails a morale check for the remainder of the battle.

If the unit rolls it's morale score exactly they are forlorn. The morale of the unit is reduced by 2 for remainder battle,If a future morale check succeeds the morale penalty is lost. The grim reality of the battle to come provides the unit with +2 to hit or save for 6 battle turns or until it fails a morale check.

Failing the check by 1 to 3 points makes the unit hesitate, it will not engage an enemy unit for 1-3 turns but may otherwise maneuver. If pressed during this time they suffer a morale penalty of 2 points. A charismatic character may be able to rally the unit before the 1-3 turns are over.

Failing a morale check by 4 or more points makes the unit quarrelsome. The unit will not respond to orders for 1-4 turns and will not maneuver. If pressed during this time they suffer a morale penalty of 3 points and are -1 to hit and save. A charismatic character may be able to rally the unit before the 1-4 turns are over.

Failing a morale check on a roll of 12. The unit surrenders the field of battle. A charismatic character may be able to rally the unit and get it to return to the battle 7-12 turns later (if the battle is still on).


Orders to advance
-
An advance is any move bringing a unit within a half move of an enemy unit.

When a unit is ordered to advance any unit with a morale under 9 must make a morale check.

A roll of 12 the unit balks . It's morale is reduced by 2 points. The unit will not advance or maneuver for 1-3 tunrs.All friendly units nearby suffer a 1 point morale penalty.

On a failed roll the unit hesitates and will not advance on enemies this turn. it suffers a 2 point penalty to morale if engaged before the turn is over.

On a roll of exactly the units morale score the advance falters, covering only half the distance. It will not engage an enemy unit this turn.


Charge!
Motivating a unit to successfully charge the enemy can be difficult and a charge that falters can turn the day.

A roll of 12 the unit balks . It's morale is reduced by 2 points. The unit will not advance or maneuver for 1-3 tunrs.All friendly units nearby suffer a 1 point morale penalty.

On a failed roll the unit will move no more then 1/2 normal and has it's morale lowered by 1 point. Will not close with enemies this round.

On a roll of exactly the units morale score the unit charges but gains none of the typical benefits of making a charge. It also suffers a penalty to morale of 1 point.

On a roll of 2 the unit is emboldened. Increase the units morale by 3.


Holding ground vs a charge.
if a unit is charged by another unit it is forced to make a morale check. Make this check before other results of the charge are resolved.

On a roll of 12 a unit is scattered.

A roll that fails by 5 or more points will retreat.

A roll that fails this morale check by 1-4 they will not set weapons vs charge and will suffer a 2 pt morale penalty and a -1 penalty to hit and save until next successful morale check.

on a roll of morale score exactly the unit will stand ground but doesn't set weapons vs charge.

on a successful roll the unit stands ground and may set weapons vs charge.

on a roll of 2 the unit is emboldened. the unit stands ground and may set weapons vs charge. it and all adjacent units get a morale bonus of 2. This unit is +1 to hit and save until it fails a morale check.


Being attacked from rear.

Units attacked from the rear can be thrown into confusion and quickly overrun by being outmaneuvered.

rolls a 2, unit is enraged at cowardly enemy tactic, add 2 to morale. +1 to hit for remainder of battle!

Makes morale check, unit stands ground

if unit fails roll by 1-2 points the unit is shaken, -2 to morale. -2 to hit and save until next successful morale check.

if unit fails roll by 3-4 points the unit retreats. -2 to morale. -2 to hit and save until end of battle.

if unit fails roll by 5 or more points the unit is broken. -3. to morale. May rally 2-12 turns later

on a roll of 12 the unit surrenders/is overrun



Unit loses leader-

roll of 12 the unit is scattered

failed roll the unit is broken

roll morale score exactly the unit retreats. -2 to morale

successful morale the unit stands ground. -2 to morale

roll of 2 and one of the members of the unit steps to fore and leads unit with enthusiasm. +1 to morale.




Retreats- Unit gets an extra half move which must be used to move away from immediate threat. -2 to morale. All allies that witness the retreat are -1 to morale.
Unit will move up to full move each following turn until it rallies. Friendly units it passes during this period must check vs morale as if they themselves have been charged.
A retreating unit may counter attack if enagaged by enemy units but is -4 to hit in such a situation.

Broken- the unit is thrown into confusion. No maneuvers may be made nor may counter attacks. Unit is -2 to Ac and saves while broken. If the unit fails a following morale check the unit is scattered. A broken unit may rally.

Scattered
units are removed from the battlefield. A rally may be made to reform the unit 7-12 turns later.


Rallying-
checks to rally may be made on turns following a serious morale failure or as directed above.

A roll of 12, the unit scatters

A failed roll and the unit does not rally.

on a successful roll the unit rallies.

on a roll of 2 the unit rallies with pre-battle morale. Nearby units are encouraged by this and gain 1 morale.