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Seeking Input on a Large Encounter Management Plan
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<blockquote data-quote="doghead" data-source="post: 6916754" data-attributes="member: 8243"><p>Spoiler Warning: If you are one of my players, you will get to see this eventually. However, if you choose to read it now, it will give you a fair idea as to what is coming down the path. Its up to you.</p><p></p><p>* </p><p></p><p>* </p><p></p><p>* </p><p></p><p>* </p><p></p><p>I am running a Dungeon World game in which the characters are going to have to deal with a raid on a halfling town by scores of gnolls and goblins. The town consist most of halfling dwellings burrowed into scores of small hills. The town has no walls, but the dwellings themselves are reasonably fortified, so the idea is that the fighting will take place mostly in the spaces between the dwellings.</p><p></p><p>Rather than try and manage all the elements myself, I wanted to create something that would focus in on just the PC's and generate what is happening around them. As this is Dungeon World, the players will see this once the encounter starts and will make all of the rolls themselves.</p><p></p><p>Its still a bit basic, but I would really appreciate any input you might have.</p><p></p><p style="margin-left: 20px"><strong>The Battle Of Halfpoint</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Moves: The following Battle Moves are available to you. Some can only be rolled when clear of enemies (the GM will tell you when you are). Anyone can make any move (although some have special conditions restricting when they can be used). Once you have made a Battle Move, you cannot make another until everyone else has made one.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Scout</strong>: (can only be rolled when clear of enemies)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Before anything else, roll 1d6 vs the Encounter table (see below)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Encounters (once an result has been rolled, it is scratched).</p> <p style="margin-left: 20px">1. 1d6+3 Gnoll Hunters</p> <p style="margin-left: 20px">2. 1d6 Gnoll Trackers</p> <p style="margin-left: 20px">3. 1d6+3 Wolf'n'Riders</p> <p style="margin-left: 20px">4. 1d6+9 Goblins</p> <p style="margin-left: 20px">5. 1d6+1 Gnoll Hunters + 1d4+1 Gnoll Trackers</p> <p style="margin-left: 20px">6. 1d6+8 Goblins + 1d6 Gnoll Hunters</p> <p style="margin-left: 20px">7. Special 1</p> <p style="margin-left: 20px">8. Special 2</p> <p style="margin-left: 20px">9. Special 3</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Then: Roll+WIS</p> <p style="margin-left: 20px">10+ Choose Three</p> <p style="margin-left: 20px">7-9 Choose One</p> <p style="margin-left: 20px">6- </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1. Overwatch (There is a place (near range) that can be used for ranged fighting without the risk of being of you being surprised.)</p> <p style="margin-left: 20px">2. Surprise (enemy is surprised. You do not have to DD to close if they have <em>reach</em> or ranged weapons.)</p> <p style="margin-left: 20px">3. Shock (Take +1 forward and +1 damage for your first attack).</p> <p style="margin-left: 20px">4. Escape Route (you can withdraw to place clear of enemies any time).</p> <p style="margin-left: 20px">5. Identify the Special.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Manoeuvre</strong>: (can be rolled during an engagement, but only when no one is holding from a previous Manoeuvre roll).</p> <p style="margin-left: 20px">Roll+INT</p> <p style="margin-left: 20px">10+ Hold Three</p> <p style="margin-left: 20px">7-9 Hold One</p> <p style="margin-left: 20px">6- </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1. Surge (Take +1 on your next you melee attack)</p> <p style="margin-left: 20px">2. Close Up (Gain +2 Armour so long as you do not melee attack)</p> <p style="margin-left: 20px">3. Distract (Give one character surprise against an enemy of his choice)</p> <p style="margin-left: 20px">4. Withdraw (Pull back to place clear of enemies.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Allies</strong>: Choose either the foot soldiers or the crossbowmen.</p> <p style="margin-left: 20px">Roll+CHA </p> <p style="margin-left: 20px">10+ Spend one skill for an effect</p> <p style="margin-left: 20px">7-9 Spend two skill for an effect</p> <p style="margin-left: 20px">6- </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Spearmen (Skill 6)</p> <p style="margin-left: 20px">1. Defend (Take +1 Armour until their action changes.)</p> <p style="margin-left: 20px">2. Press (Deal b[Skilld6+Skill] damage. Allocate as you wish.</p> <p style="margin-left: 20px">3. Block (prevent the arrival of enemy allies)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Crossbowmen (Skill 6)</p> <p style="margin-left: 20px">1. Attack (Deal 1d6+Skill damage to a ranged target. Allocate as you wish.</p> <p style="margin-left: 20px">2. Supress (prevent ranged attacks from one enemy/group).</p> <p style="margin-left: 20px">3. Block (prevent the arrival of enemy allies.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Bolster</strong>: (can only be done when clear of enemies)</p> <p style="margin-left: 20px">Roll+CHA</p> <p style="margin-left: 20px">10+ Restore 1d3+CHA bonus Skill to allies. Max 6.</p> <p style="margin-left: 20px">7-9 Restore CHA bonus Skill to allies. Max 6.</p> <p style="margin-left: 20px">6-</p></blockquote><p></p>
[QUOTE="doghead, post: 6916754, member: 8243"] Spoiler Warning: If you are one of my players, you will get to see this eventually. However, if you choose to read it now, it will give you a fair idea as to what is coming down the path. Its up to you. * * * * I am running a Dungeon World game in which the characters are going to have to deal with a raid on a halfling town by scores of gnolls and goblins. The town consist most of halfling dwellings burrowed into scores of small hills. The town has no walls, but the dwellings themselves are reasonably fortified, so the idea is that the fighting will take place mostly in the spaces between the dwellings. Rather than try and manage all the elements myself, I wanted to create something that would focus in on just the PC's and generate what is happening around them. As this is Dungeon World, the players will see this once the encounter starts and will make all of the rolls themselves. Its still a bit basic, but I would really appreciate any input you might have. [INDENT][B]The Battle Of Halfpoint[/B] Moves: The following Battle Moves are available to you. Some can only be rolled when clear of enemies (the GM will tell you when you are). Anyone can make any move (although some have special conditions restricting when they can be used). Once you have made a Battle Move, you cannot make another until everyone else has made one. [B]Scout[/B]: (can only be rolled when clear of enemies) Before anything else, roll 1d6 vs the Encounter table (see below) Encounters (once an result has been rolled, it is scratched). 1. 1d6+3 Gnoll Hunters 2. 1d6 Gnoll Trackers 3. 1d6+3 Wolf'n'Riders 4. 1d6+9 Goblins 5. 1d6+1 Gnoll Hunters + 1d4+1 Gnoll Trackers 6. 1d6+8 Goblins + 1d6 Gnoll Hunters 7. Special 1 8. Special 2 9. Special 3 Then: Roll+WIS 10+ Choose Three 7-9 Choose One 6- 1. Overwatch (There is a place (near range) that can be used for ranged fighting without the risk of being of you being surprised.) 2. Surprise (enemy is surprised. You do not have to DD to close if they have [i]reach[/i] or ranged weapons.) 3. Shock (Take +1 forward and +1 damage for your first attack). 4. Escape Route (you can withdraw to place clear of enemies any time). 5. Identify the Special. [B]Manoeuvre[/B]: (can be rolled during an engagement, but only when no one is holding from a previous Manoeuvre roll). Roll+INT 10+ Hold Three 7-9 Hold One 6- 1. Surge (Take +1 on your next you melee attack) 2. Close Up (Gain +2 Armour so long as you do not melee attack) 3. Distract (Give one character surprise against an enemy of his choice) 4. Withdraw (Pull back to place clear of enemies.) [B]Allies[/B]: Choose either the foot soldiers or the crossbowmen. Roll+CHA 10+ Spend one skill for an effect 7-9 Spend two skill for an effect 6- Spearmen (Skill 6) 1. Defend (Take +1 Armour until their action changes.) 2. Press (Deal b[Skilld6+Skill] damage. Allocate as you wish. 3. Block (prevent the arrival of enemy allies) Crossbowmen (Skill 6) 1. Attack (Deal 1d6+Skill damage to a ranged target. Allocate as you wish. 2. Supress (prevent ranged attacks from one enemy/group). 3. Block (prevent the arrival of enemy allies. [B]Bolster[/B]: (can only be done when clear of enemies) Roll+CHA 10+ Restore 1d3+CHA bonus Skill to allies. Max 6. 7-9 Restore CHA bonus Skill to allies. Max 6. 6-[/INDENT] [/QUOTE]
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