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  1. M

    OD&D Melee range and occupied space in BECMI/RC

    Four people to a square would put two in front, two in back.
  2. M

    OD&D Melee range and occupied space in BECMI/RC

    I'm also wondering if there may be a thematic difference between Basic weapon use and Skilled weapon use. Basic weapon use might represent military style use of the weapon, likely in a tight formation, while skilled or better use is for solitary combat. There are pictures in the RC of parties...
  3. M

    OD&D Melee range and occupied space in BECMI/RC

    "IME almost all of the old ones (certainly all the classics from the 70s and 80s) used 10' squares" Published adventures, and rules text for mapping in the RC, used 1"=10'. I'm referring to the fold out poster maps, like Zanzer Tem's Dungeon, and the ones included in the post-black-box...
  4. M

    OD&D Melee range and occupied space in BECMI/RC

    RC does explicitely allow ranked fighting with pole arms, but there are penalties if the front rank is wielding 2-handed weapons, or if the front rank is larger than man sized.
  5. M

    OD&D Melee range and occupied space in BECMI/RC

    ...but even with "theater of the mind" in effect, it would be good to have some guidance as to how many people we should expect to see fighting in a 10' x 5' room.
  6. M

    OD&D Melee range and occupied space in BECMI/RC

    While BECMI was Theater of the Mind, i could have been more specific in my title. Several RC Era introductory products included large poster maps for their dungeons, and roughly 1" wide cardboard fold-up miniatures. It does seem that it was intended, if not stated, that a 1"=5' square was...
  7. M

    OD&D Melee range and occupied space in BECMI/RC

    I'm not seeing any mention in BECMI/RC D&D regarding how far a character can reach with a melee weapon, or how much space on the map a character occupies. A lot of old dungeons are done in 1"=5' scale, but with some tiny, two square rooms that would never properly contain a D&D combat if we...
  8. M

    OD&D [BX/RC] Rolls of 20 and 1?

    The weapon mastery rules in RC already give daggers double damage on a 20 (or lower, at higher mastery levels). I think the effects of a 20 are already well reflected by having it repeat on the to-hit chart. A 20 doesn't deal extra damage, but it potentially hits targets that should've been...
  9. M

    Nominate Your Favourite RPG Podcasts of 2020!

    Category: Actual Play Twenty Sided Realms https://tsrpodcast.libsyn.com/
  10. M

    Nominate Your Favourite RPG Podcasts of 2020!

    Double post somehow.
  11. M

    The Grim World Of Warhammer Fantasy Role-Play Second Edition

    Parrying and dodging keep a character safe, but as mentioned above, starting characters are usually going to miss based on their raw WS. As a good storyteller, a GM should be creating tough choices for the players such that they are more willing to take risks in the current fight in order to...
  12. M

    The Grim World Of Warhammer Fantasy Role-Play Second Edition

    The damage mechanics strongly favour high toughness, armoured characters. The dwarf is basically invulnerable. He can just wade through a sea of opponents, and shrug off all of the damage, while the nimble character will eventually roll poorly on dodge. In theory, the nimble character should...
  13. M

    The Grim World Of Warhammer Fantasy Role-Play Second Edition

    All out attack grants a +20 to the Weapon Skill roll, but you can't parry or dodge. I think entry level characters are meant to lean heavily on this maneuver, which makes sense. One of the first things that differentiates an experienced fighter from an expert is how often or not they open...
  14. M

    The Fundamental Patterns Of War

    And to your point, incomplete information, and therefor uncertainty, is a MAJOR factor in esports games where resolution isn’t uncertain. I think the author is pretty well accurate for every point except this mischaracterization of uncertainty in Gaming. It’s a fundamental part of good game...
  15. M

    The Fundamental Patterns Of War

    E-sports gamers don’t like “rng” in their games, as they prefer them to be contests of skill and teamwork, but those games tend to be MOBA these days, rather than traditional RTS. Outside of esports, every strategy and war game i’ve played has incorporated uncertainty, either the minimal mutual...
  16. M

    The Fundamental Patterns Of War

    https://en.wikipedia.org/wiki/R.U.S.E. As well as any game with a non public card mechanic. Most computer war games have a fog of war that makes for quite a bit of uncertainty. Perfect information only exists in tabletop and board strategy games, and even then doesn't exist if certain very...
  17. M

    Plane Shift: Kaladesh - More MAGIC THE GATHERING For Your D&D Game!

    Anyone have a link for the Innistrad one? I can't find it on the Wizards site.
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