volanin
Adventurer
I'm back!
Sorry for the long delay!
Year's end and everything! Hope you all had awesome holidays!
I actually think it's excellent! But Flanking was deliberately left out of the PDF because the intention was to focus on how to make TotM more interesting, while trying to stick as close as possible to the core rules, by adding the minimum necessary in order to address TotM tactical deficiences when compared to Grid play.
Flanking is something people have been asking for since 5e was out, and your implementation would be a great way to make Flanking work while using the Roshambo rules! Be sure I'll steal it someday if I ever expand this document!
Sorry, that was bad wording. You don't choose to be "ready to Intercept" in the rules sense. Or you're able to Intercept, or you aren't... and you choose to set up this situation for your character beforehand.
But allow be to expand. Here what's "you're missing"...
Or as I prefer to put it, here is what "isn't very obvious and you're right in questioning it":
As I said to [MENTION=6794298]pehaimi[/MENTION] above, the focus of this document is how to make TotM more interesting, while adding the minimum necessary to address its deficiences. And basically, TotM has two colossal deficiences: distance and position adjudication, which these rules want to deal with.
When Intercept was created, it was not meant to be a new attacking option for your character. Just like Flanking, this is not the focus of the document. Intercept was created to address the tactical positioning that exists in Grid play. There are some "hot squares" in the Grid that have tactical advantages: The square in front of a door, that you want to hold. The square in the middle of a narrow corridor that you want to block. The square in front of the enemy alarm, that you want to prevent them from reaching.
Since Roshambo TotM makes movement freeform, there is nothing preventing the enemy from getting through you, and these "hot squares" or "advantageous positions" lose their meaning. And Intercept was conceived in order to allow these positions to be relevant. You can actually do something when an enemy tries to become engaged to the door, to become engaged to your allies behind you in the hallway or to become engaged to the alarm switch.
In Grid play, you'd have to hold your position at these spots (and as such, deliberately choose not to engage an enemy a few squares away). And that's why you have to be unengaged in order to Intercept, it simulates this "cost" of holding your tactical position.
Or, in another point of view: if a Goblin is charging the Wizard, the official rules never allowed you to use your Reaction to break your current engagement with the Orc, run a few squares and block the Goblin... you'd have to already be in a "hot square" in front of the Wizard in order to be able to do something (even if this something is just an Opportunity Attack). That's the Intercept intention.
Sorry for the long delay!
Year's end and everything! Hope you all had awesome holidays!
Thanks, very interesting rules. How about this optional rule:
Flanking: If two or more allies are engaged with a single opponent
and they do not have other engagements, they are considered flanking and gain
advantage to their attacks.
One can avoid being flanked by engaging with terrain features, such as walls or
pillars or, if your allies engage the attackers.
What do you think?
I actually think it's excellent! But Flanking was deliberately left out of the PDF because the intention was to focus on how to make TotM more interesting, while trying to stick as close as possible to the core rules, by adding the minimum necessary in order to address TotM tactical deficiences when compared to Grid play.
Flanking is something people have been asking for since 5e was out, and your implementation would be a great way to make Flanking work while using the Roshambo rules! Be sure I'll steal it someday if I ever expand this document!
How do you choose being ready to Intercept? Doesn't that require you to Disengage (giving up your turn just in case there's a chance to Intercept), and then hope no enemies engage with you before there's a chance to Intercept? Does anybody ever actually do this?
Maybe I'm not understanding something in these rules correctly, but as written it seems like melee characters will only have a chance to use Intercept in the first round, before they've had a chance to engage. Ranged characters, including casters, may have additional opportunities, but they won't want to Intercept and get into melee.
Or am I missing something important?
Sorry, that was bad wording. You don't choose to be "ready to Intercept" in the rules sense. Or you're able to Intercept, or you aren't... and you choose to set up this situation for your character beforehand.
But allow be to expand. Here what's "you're missing"...
Or as I prefer to put it, here is what "isn't very obvious and you're right in questioning it":
As I said to [MENTION=6794298]pehaimi[/MENTION] above, the focus of this document is how to make TotM more interesting, while adding the minimum necessary to address its deficiences. And basically, TotM has two colossal deficiences: distance and position adjudication, which these rules want to deal with.
When Intercept was created, it was not meant to be a new attacking option for your character. Just like Flanking, this is not the focus of the document. Intercept was created to address the tactical positioning that exists in Grid play. There are some "hot squares" in the Grid that have tactical advantages: The square in front of a door, that you want to hold. The square in the middle of a narrow corridor that you want to block. The square in front of the enemy alarm, that you want to prevent them from reaching.
Since Roshambo TotM makes movement freeform, there is nothing preventing the enemy from getting through you, and these "hot squares" or "advantageous positions" lose their meaning. And Intercept was conceived in order to allow these positions to be relevant. You can actually do something when an enemy tries to become engaged to the door, to become engaged to your allies behind you in the hallway or to become engaged to the alarm switch.
In Grid play, you'd have to hold your position at these spots (and as such, deliberately choose not to engage an enemy a few squares away). And that's why you have to be unengaged in order to Intercept, it simulates this "cost" of holding your tactical position.
Or, in another point of view: if a Goblin is charging the Wizard, the official rules never allowed you to use your Reaction to break your current engagement with the Orc, run a few squares and block the Goblin... you'd have to already be in a "hot square" in front of the Wizard in order to be able to do something (even if this something is just an Opportunity Attack). That's the Intercept intention.