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D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="Tony Vargas" data-source="post: 6797695" data-attributes="member: 996"><p>I'm not sure I've seen any game mechanics handle that. I remember plenty of old modules going into that kind of detail (if the orc in area A rings the gong, 2d8 orcs from area C arrive in 1d4 rounds, &c....), but it's all arbitrary (and I can't think how a system would approach something like that, it seems to be firmly in the DM's-judgement realm).</p><p></p><p>That's exactly how I wouldn't want to do it, since it captures how the player reacts to limited information, when it's the character that's supposed to be being modeled. </p><p>So if mechanics were to cover some kind of 'fog of war' effect, it should be modeled and resolved based on the character - from simple penalties to more involved conditions.</p><p></p><p></p><p>A related thing that'd be cool is some meaningful 'covered' condition. The old sword to the throat or held at gunpoint, another trope D&D has never done well. Just having to weather an attack is not much of a threat to most D&D characters. But if they can get the drop on you, maybe they can do a /lot/ of damage (like you are reduced to your bloodied value, /then/ take a critical hit), unless you (or something) distracts them or gives you a chance to change the situation. In 4e, that'd be a fair thing to declare when you've reduced an enemy to 0 - you've forced a surrender and have them at swordpoint, or something along those line. But dropping to 0 is not that likely without focus fire.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6797695, member: 996"] I'm not sure I've seen any game mechanics handle that. I remember plenty of old modules going into that kind of detail (if the orc in area A rings the gong, 2d8 orcs from area C arrive in 1d4 rounds, &c....), but it's all arbitrary (and I can't think how a system would approach something like that, it seems to be firmly in the DM's-judgement realm). That's exactly how I wouldn't want to do it, since it captures how the player reacts to limited information, when it's the character that's supposed to be being modeled. So if mechanics were to cover some kind of 'fog of war' effect, it should be modeled and resolved based on the character - from simple penalties to more involved conditions. A related thing that'd be cool is some meaningful 'covered' condition. The old sword to the throat or held at gunpoint, another trope D&D has never done well. Just having to weather an attack is not much of a threat to most D&D characters. But if they can get the drop on you, maybe they can do a /lot/ of damage (like you are reduced to your bloodied value, /then/ take a critical hit), unless you (or something) distracts them or gives you a chance to change the situation. In 4e, that'd be a fair thing to declare when you've reduced an enemy to 0 - you've forced a surrender and have them at swordpoint, or something along those line. But dropping to 0 is not that likely without focus fire. [/QUOTE]
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