darkbard
Legend
I've never been fully satisfied by 4E's loose (or, at the other extreme, extremely prescribed) framework for the combat scene, with regard to grid position and also surprise elements, and so I think a scene-framing iteration of the game might benefit from Blades in the Dark's Engagement roll, but I haven't worked out all the details yet.
Essentially, I am vexed by how best to start initial encounter distance (and also, to a lesser extent, awareness between the parties) for situations where PC action declarations don't make this abundantly clear, like random encounters, failures after skill challenges leading to additional encounters, and so on. For example, the party travels along a road between villages; goblin marauders have set an ambush for unwary travelers; how to set the "pieces" on the combat grid and determine awareness between the parties in a way that doesn't rely upon DM fiat only but rather considers player investment and preparation for the scenario?
Briefly, BitD's Engagement roll is a dice pool of unmodified d6s, where the result(s) of only the highest die is considered and 1-3 = poor result, 4/5 = mixed result, 6 = good result, and a critical (more than one 6) = exceptional result. The group rolls a single d6 for luck, modified by situational factors, adding or subtracting as many dice as is appropriate to the situation.
For a 4E iteration, I was thinking that a single PC takes the lead and makes the roll, depending on the fictional situation. (The Elf Ranger might take the lead through the forest path, whereas the Drow Cleric trained in Dungeoneering and Stealth may do so whilst traversing the Underdark.) Said character can spend an AP for an additional die, and a single other character can spend a Healing Surge for an additional die. Additional situational modifiers could include the lead character's training in one or more of Dungeoneering, Nature, Perception, or Stealth as appropriate to the fiction. I haven't given much thought to negative modifiers yet, but they could include factors like enemy readiness, special senses, etc.
The Engagement roll result would set both position (on the combat grid) and status (surprised, etc.).
Something like:
Critical (more than one 6) = PCs gain surprise and choose position relative to closest enemy at their choice of 5 or 10 squares.
6 = PCs choose position relative to closest enemy at their choice of 5 or 10 squares.
4/5 = GM chooses position relative to closest enemy at their choice of 5 or 10 squares.
1-3 = PCs are surprised and GM chooses position relative to closest enemy at their choice of 5 or 10 squares.
Ex. A Ranger leads his group through the wilderness when they come upon a pack of gnolls devouring the remains of a lost hunter from a nearby village. The Ranger rolls 1d6 for sheer luck, takes +1d6 each for being trained in Nature, Perception, and Stealth (since this takes place in the forest), but takes -1d6 each for the gnolls' keen sense of smell and the party's Fighter's noisy approach in metal armor. The Ranger decides not to spend an AP, but the Fighter, guilty over his negative impact, decides to spend a Healing Surge for an additional die. So, in total 3d6 are rolled: 2, 1, 5. Result: neither group is surprised, and the GM places the PCs on the board at her discretion, either 5 or 10 squares from the gnolls.
Thoughts regarding implementing such a subsystem? Especially with regard to negative situational modifiers?
Essentially, I am vexed by how best to start initial encounter distance (and also, to a lesser extent, awareness between the parties) for situations where PC action declarations don't make this abundantly clear, like random encounters, failures after skill challenges leading to additional encounters, and so on. For example, the party travels along a road between villages; goblin marauders have set an ambush for unwary travelers; how to set the "pieces" on the combat grid and determine awareness between the parties in a way that doesn't rely upon DM fiat only but rather considers player investment and preparation for the scenario?
Briefly, BitD's Engagement roll is a dice pool of unmodified d6s, where the result(s) of only the highest die is considered and 1-3 = poor result, 4/5 = mixed result, 6 = good result, and a critical (more than one 6) = exceptional result. The group rolls a single d6 for luck, modified by situational factors, adding or subtracting as many dice as is appropriate to the situation.
For a 4E iteration, I was thinking that a single PC takes the lead and makes the roll, depending on the fictional situation. (The Elf Ranger might take the lead through the forest path, whereas the Drow Cleric trained in Dungeoneering and Stealth may do so whilst traversing the Underdark.) Said character can spend an AP for an additional die, and a single other character can spend a Healing Surge for an additional die. Additional situational modifiers could include the lead character's training in one or more of Dungeoneering, Nature, Perception, or Stealth as appropriate to the fiction. I haven't given much thought to negative modifiers yet, but they could include factors like enemy readiness, special senses, etc.
The Engagement roll result would set both position (on the combat grid) and status (surprised, etc.).
Something like:
Critical (more than one 6) = PCs gain surprise and choose position relative to closest enemy at their choice of 5 or 10 squares.
6 = PCs choose position relative to closest enemy at their choice of 5 or 10 squares.
4/5 = GM chooses position relative to closest enemy at their choice of 5 or 10 squares.
1-3 = PCs are surprised and GM chooses position relative to closest enemy at their choice of 5 or 10 squares.
Ex. A Ranger leads his group through the wilderness when they come upon a pack of gnolls devouring the remains of a lost hunter from a nearby village. The Ranger rolls 1d6 for sheer luck, takes +1d6 each for being trained in Nature, Perception, and Stealth (since this takes place in the forest), but takes -1d6 each for the gnolls' keen sense of smell and the party's Fighter's noisy approach in metal armor. The Ranger decides not to spend an AP, but the Fighter, guilty over his negative impact, decides to spend a Healing Surge for an additional die. So, in total 3d6 are rolled: 2, 1, 5. Result: neither group is surprised, and the GM places the PCs on the board at her discretion, either 5 or 10 squares from the gnolls.
Thoughts regarding implementing such a subsystem? Especially with regard to negative situational modifiers?
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