|
|
|
#1 |
|
Join Date: Jul 2010
|
I'm trying to figure this out for tactical fights on a hexmap. Say you have two characters on a low tech team, one a tanky fighter and the other a wussy archer/mage/whatever. The tanky fighter is four yards in front of the wuss, with two enemies in the two hexes in front of him. He's trying to keep them tied up to protect the wuss.
What keeps either of those guys from running past the tanky guy to wild swing at the wuss? The only option in the RAW that I see is that the tank keeps taking "Wait until one of these guys tries to run past me, then stab him in the side," which means he's not attacking at all and praying that one of the enemies is going to pass on his weapon side. In an even stupider example, there's only one enemy in front of the tank, and the action sequence goes like this: Wuss: Ready arrow Tank: Normal attack (hit for a couple points) Enemy: Run right past the tank and wild swing at the wuss Is there any mechanic to prevent this from happening a la zone of control? Disregard "tank guy grapples" as an option; say he's a sword and boarder, and in the case of two enemies he can only grab one of them anyway. |
|
|
|
| Tags |
| control, hex, tactical combat, tank, teamwork |
|
|