Greetings...
What do I think should happen? Well, first... if the player asked, I would outline the situation...
You have 12 opponents with crossbows trained on a target. I would make the assumption that they have orders to
shoot if he does anything threatening/funny/strange/whatever. Or something to that effect.
So, I would perceive that as 12 opponents that have armed and trained crossbows with readied actions to attack. The high level character then attempts some ‘funny business’, at which point all twelve of his opponents then get to shoot him
before the character can attempt his action. There is of course no need for initiative. But I would consider the character to be flatfooted though.
Plus, if your a high level character that requires the city guard to subdue. I wouldn't be sending mooks out to deal with the problem. City guards at fifth level? Hardly. But then I believe in the ideal that NPCs should have levels as well, and not just a couple. You don't become the city-guard captain without being in the high-teens. Capable city guards I would start at level 10. Recruits I would make level 5.
As for the 'knife to the throat' situation that delericho mentioned. I would rule it the same as him. PC is
helpless and with a readied action allowed to make a Coup de Grâce.
Whizbang Dustyboots said:
By that logic, what stops game worlds from being anarchic messes where high-level characters blow into town, slaughter all the guards and wander off with impugnity?
Nothing other than the NPCs being high-level as well. Frankly, face it folks... D&D's model of NPCs isn't particularly logical. There shouldn't be a separate ideal/model for PCs and NPCs. -- I was going to make a joke about 'impugnity', but I'll let that one pass...
The only problem will this be the tendency for people to want to run games where once you get past the low-level creatures/npcs you never get to see them again. But I see it more like EQ or WoW. Low-level PCs aren't running into the dangerous high-level areas. It's suicide. But high-level PCs/NPCs can always go back to those low-level area, they just don't have much need to.
Razz said:
I don't understand why people have this idea to play a fantasy game as realistic as possible? Can someone enlighten me to that logic by any chance?
How do you define normalize in a game-world/system? How can you even being to define the fantastic if you can't define normalcy? Do you go to the game table expecting to be able to do *anything* that you could possibly imagine with a first-level character? For example, do you expect your first level character to be able to survive a fall from a 10' drop? 20' drop? 30'? 50'? Where do you draw the line?
But most players I know want to come to the table and play in a game world where they can understand it's base, to understand the physics of the setting, usually by substituting their own understanding of the real world. Where the game-world reality's physics pretty much mirrors our own. Then you can heap on the fantastic, such as magick, psionics... and if you really want sexually ambiguous emo-boys who drive gravity-defying motorcycles... well... that's your game.
Hopefully, most people understand how reality/real-world works. Or at least can bring common-sense to the table. Yes, the rules should define the physics and normality of the game-world. What happens when two 'normal' or 'common' people attempt to beat each other with their bare fists, or use a club, a sword, a gun or magick. Then you can start to define what it means to be a hero in that game-world. But unless you come up with a rules-set that about the size of the Encyclopedia Galactica it's best to say:
This world's physics is alot like our own. Of course, the rules should fully define the 'fantastic' in the game, but you need a good strong base to build this cathedral of the fantastic.
Do you want to play a game without rules? Where you claim you can wield a sword the size of telephone poll? Well... there is always Exalted for that.