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D&D blog: goblin care only about your axe
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<blockquote data-quote="Lanefan" data-source="post: 5908674" data-attributes="member: 29398"><p>Mounted chase scenes and-or any combat where all participants are flying can also make use of this.</p><p></p><p>This is one where a looser rule set works better, as all you have to do is change the map scale and pretty much wing the rest. But converting a full-on grid-and-minis system to a different scale kinda needs... </p><p></p><p>...this. And as each of those modules would likely be quite complex, I see a splat book here.</p><p></p><p>Underwater combat is another case where a longer round makes sense; side effect is creatures native to underwater would (and should) gain a significant speed advantage - they use normal rounds, where us clumsy air-breathers use slowed rounds.</p><p>Now this is an even messier example where you could in fact have several different things all going on at once, each potentially interacting with the others at various times and each using its own scale and timing set. Think about it - how in the nine hells would you DM this scenario:</p><p></p><p>The PCs have set up a co-ordinated raid on a small island known to be a pirate base. They realize the pirates are allied with a couple of dragons and have brought along some aerial support, and the local navy has sent a few ships along for support and transport. The dragons return just as the ambush is launched, meanwhile a pirate ship tries to escape, producing this:</p><p></p><p>- a conventional D&D combat happens on the island, an away team of PCs is taking on the pirates who didn't get on the escape ship; but it's a rolling brawl with people running and chasing and hiding all over the place then reappearing at opportune moments;</p><p>- at the same time two PCs on flying mounts are engaging the dragons in an aerial combat above and around the island;</p><p>- meanwhile the rest of the PCs are on one of the navy ships and are engaging the fleeing pirate vessel.</p><p></p><p>Spells (and arrows) from the island might interfere with the aerial battle and-or with the ships;</p><p>Dragon breath etc. from the air might interfere with the ground battle and-or with the ships;</p><p>Artillery from the ships might interfere with the ground battle and-or the battle in the air;</p><p>The winner(s) of any battle can interfere with any battles remaining.</p><p></p><p>Design a system that can handle this (bonus if it also resolves the scenario in under two hours) and you have a winnah. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"I'm tempted to try and set up a scenario like this just to try it"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5908674, member: 29398"] Mounted chase scenes and-or any combat where all participants are flying can also make use of this. This is one where a looser rule set works better, as all you have to do is change the map scale and pretty much wing the rest. But converting a full-on grid-and-minis system to a different scale kinda needs... ...this. And as each of those modules would likely be quite complex, I see a splat book here. Underwater combat is another case where a longer round makes sense; side effect is creatures native to underwater would (and should) gain a significant speed advantage - they use normal rounds, where us clumsy air-breathers use slowed rounds. Now this is an even messier example where you could in fact have several different things all going on at once, each potentially interacting with the others at various times and each using its own scale and timing set. Think about it - how in the nine hells would you DM this scenario: The PCs have set up a co-ordinated raid on a small island known to be a pirate base. They realize the pirates are allied with a couple of dragons and have brought along some aerial support, and the local navy has sent a few ships along for support and transport. The dragons return just as the ambush is launched, meanwhile a pirate ship tries to escape, producing this: - a conventional D&D combat happens on the island, an away team of PCs is taking on the pirates who didn't get on the escape ship; but it's a rolling brawl with people running and chasing and hiding all over the place then reappearing at opportune moments; - at the same time two PCs on flying mounts are engaging the dragons in an aerial combat above and around the island; - meanwhile the rest of the PCs are on one of the navy ships and are engaging the fleeing pirate vessel. Spells (and arrows) from the island might interfere with the aerial battle and-or with the ships; Dragon breath etc. from the air might interfere with the ground battle and-or with the ships; Artillery from the ships might interfere with the ground battle and-or the battle in the air; The winner(s) of any battle can interfere with any battles remaining. Design a system that can handle this (bonus if it also resolves the scenario in under two hours) and you have a winnah. :) Lan-"I'm tempted to try and set up a scenario like this just to try it"-efan [/QUOTE]
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