Being in the same hex as an ally
The rules state: "You can always move through an ally’s hex. This simply costs one extra movement point." and "Any number of people may participate in close combat in the same hex." I didn't find any other comments on the subject.
Should I assume that that means that two, or more, allies can be in the same hex and do whatever they want to do without penalties? |
Re: Being in the same hex as an ally
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Personally.... I'm of two minds on this one. On one hand, they should be. On the other it makes all the penalties of Close Combat inherently much more terrible and begs the question of "Why hasn't this come up in the last 15 years and been errataed?" |
Re: Being in the same hex as an ally
Oooh, a one yard hex isn't a very big place.
From my GURPS knowledge this is my opinion: A character really needs a whole hex to fight from normally. You can bunch up allies in a hex in say a "crowded elevator" outside of combat. You need to be close to an enemy to grapple him i.e. the same hex. But allies can enter the grapple to help out either side. For rules convenience, this all seems to occur in the same hex of close combat. But obviously there is a realistic, practical limit to the number of close combatants piling into the same hex. The rules I've seen don't seem to fret over the expanding size in hexes of such a dog pile. I wouldn't be letting allies share a hex outside of such related scenarios as above. |
Re: Being in the same hex as an ally
I would rule that sharing a hex with an ally constitutes "bad footing" as referenced in the attack and defense modifier tables and gives a -2 penalty to attacks and a -1 penalty to defenses. It also leaves you both vulnerable to explosion or area effects.
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Re: Being in the same hex as an ally
DD, this is probably a good question to PM Kromm over.
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Re: Being in the same hex as an ally
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Something along the lines of: Tight Formations: Phalanx aficionados are well aware of the advantages of concentrating warriors in a close formation. If both fighters have shield wall training or similar formation fighting perks, they can put two fighters in the same hex at a penalty of -2 to attacks, -1 to defenses, and -1 move (min 1). With the right equipment and tactics, this can be devastating - it is a common military tactic. Fighters without formation experience must roll vs. the lower of PER or DX every round they take any violent action, failure meaning they bump their ally at an inopportune moment, doubling the penalties above. On a crit failure roll 3d: on a 6 or less they hit their ally for full damage (defenses possible, at -2, if a PER roll is made), 9 or less they hit their ally for half damage, otherwise they trip and fall down. Note that the PCs are often outnumbered in RPGs, so this sort of rule will cut the other way when they're up against the Orcish legion or Badhobbit swiss pikemen (who are small enough to fit four fighty Badhobbits in a hex). |
Re: Being in the same hex as an ally
I just call it "in Close Combat"; my players seem fine with that. Extra rolls seems pretty fiddly to me - particularly when dealing with NPCs as they will outnumber the PCs... and therefore require me (the GM) to make a lot of extra rolls. Blech.
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Re: Being in the same hex as an ally
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Or at least make them appreciate area spells properly. |
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