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4E combat and non-combat timing
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<blockquote data-quote="Blackbrrd" data-source="post: 4607769" data-attributes="member: 63962"><p>The best suggestion so far seems to be about how the fort is manned. If they aren't waiting for an attack, at most 1/3 of the guards will be on duty at any time except guard change. </p><p></p><p>In an ordinary situation you wouldn't have more than maybe 1/6 to 1/12 of the guards awake at the middle of the night. Even if the party starts a fight somewhere, an alarm won't necessarily go off immidiatly.</p><p></p><p>A round in 4th edition is 6 seconds. A sleeping guard would probably take 1-2 minutes to get out of the room he is in, if he isn't immidiatly attacked. That is 10-20 rounds.</p><p></p><p>The PC's should be able to close doors behind them, start a fire or whatnought to disperse, divide and confuse the guards. Setting fire to the stables for instance would create major mayhem.</p><p></p><p>Let us say you have a fort with 40 guards. Make 20 of them minions and 20 of them about the same levels as the party (+/- one level). Let 6 of the minions be the night-guards + one regular "sergeant".</p><p></p><p>The party has to attack at the dead of night:</p><p>Break in to the main part of the fort and take out nearly all the night watch people.</p><p>Create diversions to keep the rest of the fort of their back</p><p>Take out a small force who rallys to give the leader some time to get awake</p><p>Take out the leader</p><p>Escape before the rest of the garrison takes them out.</p><p></p><p>You might want to allow them one "strategic" short break, or maybe two for taking objectives, like taking out the night guards and creating the diversions.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 4607769, member: 63962"] The best suggestion so far seems to be about how the fort is manned. If they aren't waiting for an attack, at most 1/3 of the guards will be on duty at any time except guard change. In an ordinary situation you wouldn't have more than maybe 1/6 to 1/12 of the guards awake at the middle of the night. Even if the party starts a fight somewhere, an alarm won't necessarily go off immidiatly. A round in 4th edition is 6 seconds. A sleeping guard would probably take 1-2 minutes to get out of the room he is in, if he isn't immidiatly attacked. That is 10-20 rounds. The PC's should be able to close doors behind them, start a fire or whatnought to disperse, divide and confuse the guards. Setting fire to the stables for instance would create major mayhem. Let us say you have a fort with 40 guards. Make 20 of them minions and 20 of them about the same levels as the party (+/- one level). Let 6 of the minions be the night-guards + one regular "sergeant". The party has to attack at the dead of night: Break in to the main part of the fort and take out nearly all the night watch people. Create diversions to keep the rest of the fort of their back Take out a small force who rallys to give the leader some time to get awake Take out the leader Escape before the rest of the garrison takes them out. You might want to allow them one "strategic" short break, or maybe two for taking objectives, like taking out the night guards and creating the diversions. [/QUOTE]
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