Grandvizier
First Post
As a long time DM of 2ED I have been looking at interest on varied opinions of the new 5E game. One of the key topics of discussion is the rulings instead of rules attitude which I believe for an experienced DM is a breath of fresh air. One of the area that has come up in the 2ED game was advantages players ( and to be fair NPC and intelligent monsters) could gain by historical tactics and strategy. I think 2ED system gave alot of flexibility for rewarding player innovation within combat process.
Shield Walls, Roman Tortoise, Spear Phalanx are examples. I have addressed this within the 2ED Cover and Concealment Rules.
A shield wall does not use a shield like a one on one combatent. It creates heavy cover. This also means that the players cannot attack like they would normally.
Cover and Concealment ModifiersTarget is:
Cover Concealment
25% -2 -1
50% -4 -2
75% -7 -3
90% -10 -4
These are significant bonus especially when applying additional higher ground adjustments, and despite penalties to attack, they also restrict an opponents ability to manoever especially in a tight corridor which can mitigate an attack penalty. Characters with no shield proficiencies can participate, albeit with an inability attack as a result. I tend to let any character regardless of class use any weapon (with appropriate non proficiency penalty) { To say nothing of potential theological issues some priests may encounter with their deities}. Holding monsters in a corridor and allowing missile and spell attacks over their heads, not only is effective it also has a devastating psychological effect on attackers. I have caused a morale check and rout in stronger force when the feel they are taking damage and "can't seem to inflict any".(Application -8 the same magical defence this time a tactical one)
This whole process gets even more interesting when 1HD Orcs face up to 5 or 6 level 7 characters, and use some significant tactics against them. Its amazing the damage 20 orcs with a couple of simple tactical advantages can make.
Don't think I ever saw my characters wade into a small band of orcs as though they had all imbided elixers of invulnerablity again after a couple of these encounters. It did seem to encourage more realistic roleplay after that.
Theoretically the use of some of these "tactics" would lend additional bonus if PC chose to use Non Weapon Profs to train in them. I certainly did apply this to some of more disciplined NPC mercenary troops. Like all my "house rules', these were documented and put in the house rule manual for players viewing after they were used and formulated. Many thanks to my players that helped review and assess the details during those post partum game balance analysis.
I am interested to see if others have used the "rulings" in a similar way?
Shield Walls, Roman Tortoise, Spear Phalanx are examples. I have addressed this within the 2ED Cover and Concealment Rules.
A shield wall does not use a shield like a one on one combatent. It creates heavy cover. This also means that the players cannot attack like they would normally.
Cover and Concealment ModifiersTarget is:
Cover Concealment
25% -2 -1
50% -4 -2
75% -7 -3
90% -10 -4
These are significant bonus especially when applying additional higher ground adjustments, and despite penalties to attack, they also restrict an opponents ability to manoever especially in a tight corridor which can mitigate an attack penalty. Characters with no shield proficiencies can participate, albeit with an inability attack as a result. I tend to let any character regardless of class use any weapon (with appropriate non proficiency penalty) { To say nothing of potential theological issues some priests may encounter with their deities}. Holding monsters in a corridor and allowing missile and spell attacks over their heads, not only is effective it also has a devastating psychological effect on attackers. I have caused a morale check and rout in stronger force when the feel they are taking damage and "can't seem to inflict any".(Application -8 the same magical defence this time a tactical one)
This whole process gets even more interesting when 1HD Orcs face up to 5 or 6 level 7 characters, and use some significant tactics against them. Its amazing the damage 20 orcs with a couple of simple tactical advantages can make.
Don't think I ever saw my characters wade into a small band of orcs as though they had all imbided elixers of invulnerablity again after a couple of these encounters. It did seem to encourage more realistic roleplay after that.
Theoretically the use of some of these "tactics" would lend additional bonus if PC chose to use Non Weapon Profs to train in them. I certainly did apply this to some of more disciplined NPC mercenary troops. Like all my "house rules', these were documented and put in the house rule manual for players viewing after they were used and formulated. Many thanks to my players that helped review and assess the details during those post partum game balance analysis.
I am interested to see if others have used the "rulings" in a similar way?