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General Tabletop Discussion
*Dungeons & Dragons
Gaining spell slots (and other resources) during the fight
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<blockquote data-quote="TheSword" data-source="post: 9782033" data-attributes="member: 6879661"><p>WFRP 4e has something called Advantage that builds up through successful actions. It might come from successfully attacking but they might also include trying to get a read on your opponent, surveying the battlefield or trying to bluff or intimidate your foe.</p><p></p><p>There are two optional ways of running it, one has individuals track and they get progressively better at their actions. An alternative (and better way) is by group which grants bonuses to rolls, combat tricks and even extra actions. The nature of WFRPs opposed rolls and armour/toughness soak means some enemies will be hard to hurt and you really need to think about tactics and how you can gain an advantage to break through.</p><p></p><p>There is a broader question though… why do encounters so often end in death? Why is it always a fight to destruction and not surrender. Why do players or foes not see that the risk of their death is not worth the advantage gained by killing therefore encouraging negotiation and discussion (and be for the point the PCs have overwhelming superiority and are in a clearly dominant negotiating position). It’s possible to extend an encounter without simply engaging in more combat rounds.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9782033, member: 6879661"] WFRP 4e has something called Advantage that builds up through successful actions. It might come from successfully attacking but they might also include trying to get a read on your opponent, surveying the battlefield or trying to bluff or intimidate your foe. There are two optional ways of running it, one has individuals track and they get progressively better at their actions. An alternative (and better way) is by group which grants bonuses to rolls, combat tricks and even extra actions. The nature of WFRPs opposed rolls and armour/toughness soak means some enemies will be hard to hurt and you really need to think about tactics and how you can gain an advantage to break through. There is a broader question though… why do encounters so often end in death? Why is it always a fight to destruction and not surrender. Why do players or foes not see that the risk of their death is not worth the advantage gained by killing therefore encouraging negotiation and discussion (and be for the point the PCs have overwhelming superiority and are in a clearly dominant negotiating position). It’s possible to extend an encounter without simply engaging in more combat rounds. [/QUOTE]
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