Re: How to avoid killing your player characters as GM
Quote:
|
Re: How to avoid killing your player characters as GM
Quote:
|
Re: How to avoid killing your player characters as GM
Suppose hypothetically I declare a Wait: "after I retreat, Attack whoever just attacked me, then step away and turn to face directly away." Which of these scenarios can happen?
1.) My opponent and I start 1 yard away from each other with broadswords (reach 1 yard). He attacks me with a Rapid Strike. I retreat to two yards away but still get to attack him because of the Retreat. I then move back to 3 yards. He cannot attack me when I'm three yards away but he can step forward and finish his Rapid Strike against me from two yards away, because one yard of that came from Retreat. He must use his step or lose his second attack. His second attack counts as a runaround attack because he didn't start his turn to my rear. 2.) As #1 but I cannot attack him from 2 yards. I lose my attack. 3.) As #1 but he cannot finish his Rapid Strike against me even if he steps forward. He loses his second attack because I'm out of reach. 4.) As #1 but his second attack from two yards away counts as a rear attack (no defense) and not a runaround. |
Re: How to avoid killing your player characters as GM
Quote:
Quote:
|
Re: How to avoid killing your player characters as GM
Quote:
In the occult WWII campaign, the highest-damage attack I seemed likely to be in receipt of was 7d+1 from German rifles and LMGs. That's 25.5 average damage, with a death check on reaching -1*HP. Having 12 HP, which I'd started with, was clearly a bad idea, since I'd expect to make a death check on a single hit. Having 13 HP was much better: over a 50% chance of avoiding a death check. Getting hit several times would be deadly, of course. In over 150 sessions of that campaign, the only character who got killed in action died of his own Impulsiveness. He'd been hit once, survived a death check, and was in decent cover. However, he could not resist putting his head up to try another shot, caught another bullet and died. |
Re: How to avoid killing your player characters as GM
Quote:
In terms of personal hit points, you probably don't want to take point when seriously injured, but whether you want to retreat is largely dependent on how the battle as a whole is going, because it's generally better to have an organized retreat than fleeing piecemeal. This can mean retreating when entirely uninjured, or continuing to fight when seriously wounded. |
Re: How to avoid killing your player characters as GM
Quote:
|
Re: How to avoid killing your player characters as GM
Quote:
|
Re: How to avoid killing your player characters as GM
Quote:
|
Re: How to avoid killing your player characters as GM
[QUOTE=Ulzgoroth;2498081 then you suddenly started reading it as being about whether you could turn both before and after the movement instead, [/QUOTE]
You have misread me. I was countering Anthony's choice to read "freely" as not only language with a technical meaning but the technical meaning that supported his interpretation. I offered different language that could be read as supporting my position as an example of possible overinterpretation.. As a general rule I do not believe that every word in a passage should be squeezed like a wine grape to get any possible rules information out of it. If the rules want to make something clear they will say so directly rather than leave it tot he reader to discover any and every possible hidden implication. So there are two places where the rules make "_any_facing" clear and explicit. In cases were they do not do so I read "facing change" to be one hexside by default. |
| All times are GMT -6. The time now is 03:31 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.