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General Tabletop Discussion
*TTRPGs General
D&D mini combat vs. D&D regular combat
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<blockquote data-quote="MerricB" data-source="post: 1926433" data-attributes="member: 3586"><p>You can download the full miniatures rules from here:</p><p><a href="http://www.wizards.com/default.asp?x=dnd/mi/20031023x" target="_blank">http://www.wizards.com/default.asp?x=dnd/mi/20031023x</a> </p><p></p><p>That also has the FAQ, which answers your question somewhat:</p><p></p><p><strong>Q. How is the skirmish system different from the Dungeons & Dragons roleplaying system?</strong></p><p></p><p>A. In general, the skirmish system is a streamlined version of the D&D roleplaying system, simplified so that it's easier to run several different creatures at once and play through a battle quickly. Here are some specific features of the skirmish system.</p><p></p><p>Command: Without commanders, creatures are slower and more likely to run away. Commanders also give specific bonuses to their followers.</p><p></p><p>Morale: Creatures that are reduced to half hit points or lower sometimes run away (rout). Commanders can try to rally creatures to stop them from running.</p><p></p><p>Initiative: Each round, you roll initiative for your whole warband. You don't roll for each individual creature. Each round, players take turns each activating two creatures at a time until all the players have activated all their creatures.</p><p></p><p>Targeting: You usually shoot, cast a spell at, or charge the nearest enemy. You can't just pick off the enemy commander.</p><p></p><p>Damage: All damage and hit points are measured in multiples of 5. An Ogre, for example, has 30 hit points and deals 15 points of damage with its greatclub.</p><p></p><p>Saves: A creature uses its level as its bonus on saving throws.</p><p></p><p>Attacks of Opportunity: They're easier to keep track of. There's no 5-foot step, no limit to the number of attacks of opportunity per round, and no attacks of opportunity for reach attacks.</p><p></p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1926433, member: 3586"] You can download the full miniatures rules from here: [url]http://www.wizards.com/default.asp?x=dnd/mi/20031023x[/url] That also has the FAQ, which answers your question somewhat: [b]Q. How is the skirmish system different from the Dungeons & Dragons roleplaying system?[/b] A. In general, the skirmish system is a streamlined version of the D&D roleplaying system, simplified so that it's easier to run several different creatures at once and play through a battle quickly. Here are some specific features of the skirmish system. Command: Without commanders, creatures are slower and more likely to run away. Commanders also give specific bonuses to their followers. Morale: Creatures that are reduced to half hit points or lower sometimes run away (rout). Commanders can try to rally creatures to stop them from running. Initiative: Each round, you roll initiative for your whole warband. You don't roll for each individual creature. Each round, players take turns each activating two creatures at a time until all the players have activated all their creatures. Targeting: You usually shoot, cast a spell at, or charge the nearest enemy. You can't just pick off the enemy commander. Damage: All damage and hit points are measured in multiples of 5. An Ogre, for example, has 30 hit points and deals 15 points of damage with its greatclub. Saves: A creature uses its level as its bonus on saving throws. Attacks of Opportunity: They're easier to keep track of. There's no 5-foot step, no limit to the number of attacks of opportunity per round, and no attacks of opportunity for reach attacks. Cheers! [/QUOTE]
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