Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How to make 'being surrounded by enemy crossbowmen' deadlier?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3944066" data-attributes="member: 710"><p>Surrounded by enemy crossbowmen being deadly - sounds like Warhammer Fantasy Roleplay to me. No parries, no dodge rolls, just a ranged percentile roll and serious damage. (Unless all PCs are decked with heavy armor)</p><p></p><p>Or maybe 1-3rd level D&D heroes, I guess. But beyond that, it's impossible without some special house rules.</p><p></p><p>Maybe something like this:</p><p>From time to time, a situation needs to be resolved in a way not following the normal rules. </p><p>Scenarios might be capturing PCs, hostage situations or duels. (typically anything that bypasses hit points)</p><p></p><p>In these scenarios, the DM pulls says "Dramatic Scene: <enter descriptive title here>". </p><p>Rules change: it boils down to a few checks and rolls by NPCs and PCs.</p><p>Basic framework: </p><p>- Roll Initiative: </p><p>- Everyone declares his intention for this round, from lowest initiative count to highest. (obviously, the higher ones can react to the intentions of the lower ones. Players and NPCs may roll bluff, hide, move silently, or sleight of hand to conceal actions, and opposing characters sense motive, listen or spot to reveal the true intention. (might also add rule for intimidation)</p><p>- Everyone resolves his action, from highest initiative count to lowest. Special: The DM may choose one roll (attack, save, skill check) to gain a bonus equal to the difference between the "normal" encounter level and the party level - if the encounter level is below the party level. If the encounter level is above party level, the party instead gets the difference as a bonus to one of their rolls.</p><p>Action resolution should now ignore most of the usual rules (hit points specifically)</p><p>- Reroll initiative for the next round. If a combat was started in the last round, the DM can decide to just continue regularly.</p><p></p><p>Example - 8 Crossbowman threatening the PCs: </p><p>Roll initiative as usual. Let's assume the PCs have different initiatives, some before, some after the crossbowmen. The lowest PC now has to decide - do I want to attack/flee? Depending on his decisions, the other PCs can attempt to form their actions - do they aid? do they try to avoid the worst? Should someone try to rely on diplomacy to stall the situation. The NPCs could choose to attack the PCs, or to demoralize them further...</p><p>Actions are resolved. Any attack (even with a spell or device) is resolved as a coup-de-grace (regardless of range), except that anyone failing his save is just reduced to -1 hit points and dying (if worse then the effect of the damage), as well as dazed for one round (in case someone heals him). Sneak Attack only applies if a target is flanked or flat-footed, though.</p><p></p><p>Example - Hostage Situation: </p><p>Basically as above, with the special notion that the goal of the PCs will probably be to kill the hostage taker, while the hostage taker is only interesting in taking the life of the hostage. Therefore, attacks on anyone not a hostage and not a hostage-taker can be resolved normal, but the attack on the hostage is fully deadly (as a normal coup-de-grace). </p><p></p><p>---</p><p>For every dramatic encounter, characters get a "drama point", which means that they automatically get XP as if they just had beaten an encounter of their party level (in addition to the normal encounter). In addition it can be used to slightly alter the outcome of another dramatic scene (like determining that a hostage wasn't killed, merely severely injured and needs immediate medical attention, that a captured PC manages to hide an important item or ally to help him escape later, or whatever you want.)</p><p>You might also allow PCs to resist dramatic scenes in the first place, by rolling a level (maybe charisma-based?) check against the normal level of the encounter and spending a drama point. (point is only spend if check succeeds). PCs might also initiate a dramatic scene (taking their own hostage or just to increase the stakes of an encounter)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3944066, member: 710"] Surrounded by enemy crossbowmen being deadly - sounds like Warhammer Fantasy Roleplay to me. No parries, no dodge rolls, just a ranged percentile roll and serious damage. (Unless all PCs are decked with heavy armor) Or maybe 1-3rd level D&D heroes, I guess. But beyond that, it's impossible without some special house rules. Maybe something like this: From time to time, a situation needs to be resolved in a way not following the normal rules. Scenarios might be capturing PCs, hostage situations or duels. (typically anything that bypasses hit points) In these scenarios, the DM pulls says "Dramatic Scene: <enter descriptive title here>". Rules change: it boils down to a few checks and rolls by NPCs and PCs. Basic framework: - Roll Initiative: - Everyone declares his intention for this round, from lowest initiative count to highest. (obviously, the higher ones can react to the intentions of the lower ones. Players and NPCs may roll bluff, hide, move silently, or sleight of hand to conceal actions, and opposing characters sense motive, listen or spot to reveal the true intention. (might also add rule for intimidation) - Everyone resolves his action, from highest initiative count to lowest. Special: The DM may choose one roll (attack, save, skill check) to gain a bonus equal to the difference between the "normal" encounter level and the party level - if the encounter level is below the party level. If the encounter level is above party level, the party instead gets the difference as a bonus to one of their rolls. Action resolution should now ignore most of the usual rules (hit points specifically) - Reroll initiative for the next round. If a combat was started in the last round, the DM can decide to just continue regularly. Example - 8 Crossbowman threatening the PCs: Roll initiative as usual. Let's assume the PCs have different initiatives, some before, some after the crossbowmen. The lowest PC now has to decide - do I want to attack/flee? Depending on his decisions, the other PCs can attempt to form their actions - do they aid? do they try to avoid the worst? Should someone try to rely on diplomacy to stall the situation. The NPCs could choose to attack the PCs, or to demoralize them further... Actions are resolved. Any attack (even with a spell or device) is resolved as a coup-de-grace (regardless of range), except that anyone failing his save is just reduced to -1 hit points and dying (if worse then the effect of the damage), as well as dazed for one round (in case someone heals him). Sneak Attack only applies if a target is flanked or flat-footed, though. Example - Hostage Situation: Basically as above, with the special notion that the goal of the PCs will probably be to kill the hostage taker, while the hostage taker is only interesting in taking the life of the hostage. Therefore, attacks on anyone not a hostage and not a hostage-taker can be resolved normal, but the attack on the hostage is fully deadly (as a normal coup-de-grace). --- For every dramatic encounter, characters get a "drama point", which means that they automatically get XP as if they just had beaten an encounter of their party level (in addition to the normal encounter). In addition it can be used to slightly alter the outcome of another dramatic scene (like determining that a hostage wasn't killed, merely severely injured and needs immediate medical attention, that a captured PC manages to hide an important item or ally to help him escape later, or whatever you want.) You might also allow PCs to resist dramatic scenes in the first place, by rolling a level (maybe charisma-based?) check against the normal level of the encounter and spending a drama point. (point is only spend if check succeeds). PCs might also initiate a dramatic scene (taking their own hostage or just to increase the stakes of an encounter) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How to make 'being surrounded by enemy crossbowmen' deadlier?
Top