Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
2 house rules for critique
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hawken" data-source="post: 3069781" data-attributes="member: 23619"><p>#1: Actually, you should clarify your example to firing into melee where an ally is one of the combatants. If you are firing into melee where they are all enemies, its not going to matter who you hit unless you want to target a specific one.</p><p></p><p>A seemingly sensible solution would be to use the concept of line of effect for targeting spells, except rename it to "line of fire", If you miss your intended target, the missile continues in a straight path until it strikes something of sufficient mass to stop it. If that mass is another combatant, then an attack roll is made against that new target. If you miss your enemy, the only chance you should have of hitting your ally is if he/she is occupying the same square as the enemy. </p><p></p><p>Certainly, there would be exceptions, like for boomerangs, ammo or weapons enchanted to return, etc. But it feels like this is close to what you were shooting for, pardon the pun. Otherwise, with your missile 'attacking' a randomly determined target, the arrow in question could theoretically be all over the board 'bouncing' from one missed enemy to the next.</p><p></p><p>#2: Regarding your reasoning, the reason why grabbing and drinking a potion produces an AoO is because you stop threatening your opponent (while rifling through your container, then popping down the drink), and in effect are not paying much attention at all to your own defense. However, for someone backing up and running off, the enemy won't realize they are no longer threatening until they are out of melee range and there's nothing they can do but give chase. </p><p></p><p>To resolve the issue, I would suggest using a Bluff or Intimidate roll vs. the threatening enemy's Sense Motive. Success means they are able to withdraw with or without cover fire or assistance from allies. Failure means they may withdraw, but suffer an AoO. I think D20 Modern, SW D20 and M&M have rules for cover fire, so checking into those would be a good idea to see how to handle that option (if its not already covered in a D&D supplement somewhere). Instead of making an AoO, you could allow the enemy the option of immediately using their movement for the round (if they have not acted yet) to keep up with the fleeing character (and thus, continue to threaten them), which would either immediately start a chase scene or just spread combat out over a greater area. </p><p></p><p>Requiring cover fire or assistance to escape a fight is not only unrealistic but puts an incredible burden on your PCs. It also entrenches them in the mode of fighting and never retreating since your rule seems to be tactically overbearing if not downright impossible if all people on one side are engaged. You should be careful though, PCs considering retreat are already at a considerable disadvantage, unless using the tactic to lure their enemies into a trap. While it may be more realistic to try to get them with that last parting shot, their egos are going to be bruised enough from having to retreat. I would suggest the equivalent of a 'slap on the wrist' if an AoO is provoked. Instead of dropping them or causing significant damage, this could herald the start of a potentially interesting chase scene and that kind of drama and excitement could help ease the sting (to their pride) from having to retreat in the first place.</p></blockquote><p></p>
[QUOTE="Hawken, post: 3069781, member: 23619"] #1: Actually, you should clarify your example to firing into melee where an ally is one of the combatants. If you are firing into melee where they are all enemies, its not going to matter who you hit unless you want to target a specific one. A seemingly sensible solution would be to use the concept of line of effect for targeting spells, except rename it to "line of fire", If you miss your intended target, the missile continues in a straight path until it strikes something of sufficient mass to stop it. If that mass is another combatant, then an attack roll is made against that new target. If you miss your enemy, the only chance you should have of hitting your ally is if he/she is occupying the same square as the enemy. Certainly, there would be exceptions, like for boomerangs, ammo or weapons enchanted to return, etc. But it feels like this is close to what you were shooting for, pardon the pun. Otherwise, with your missile 'attacking' a randomly determined target, the arrow in question could theoretically be all over the board 'bouncing' from one missed enemy to the next. #2: Regarding your reasoning, the reason why grabbing and drinking a potion produces an AoO is because you stop threatening your opponent (while rifling through your container, then popping down the drink), and in effect are not paying much attention at all to your own defense. However, for someone backing up and running off, the enemy won't realize they are no longer threatening until they are out of melee range and there's nothing they can do but give chase. To resolve the issue, I would suggest using a Bluff or Intimidate roll vs. the threatening enemy's Sense Motive. Success means they are able to withdraw with or without cover fire or assistance from allies. Failure means they may withdraw, but suffer an AoO. I think D20 Modern, SW D20 and M&M have rules for cover fire, so checking into those would be a good idea to see how to handle that option (if its not already covered in a D&D supplement somewhere). Instead of making an AoO, you could allow the enemy the option of immediately using their movement for the round (if they have not acted yet) to keep up with the fleeing character (and thus, continue to threaten them), which would either immediately start a chase scene or just spread combat out over a greater area. Requiring cover fire or assistance to escape a fight is not only unrealistic but puts an incredible burden on your PCs. It also entrenches them in the mode of fighting and never retreating since your rule seems to be tactically overbearing if not downright impossible if all people on one side are engaged. You should be careful though, PCs considering retreat are already at a considerable disadvantage, unless using the tactic to lure their enemies into a trap. While it may be more realistic to try to get them with that last parting shot, their egos are going to be bruised enough from having to retreat. I would suggest the equivalent of a 'slap on the wrist' if an AoO is provoked. Instead of dropping them or causing significant damage, this could herald the start of a potentially interesting chase scene and that kind of drama and excitement could help ease the sting (to their pride) from having to retreat in the first place. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
2 house rules for critique
Top