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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="kensanata" data-source="post: 3306039" data-attributes="member: 47845"><p><strong>Thoughts on Combat</strong></p><p></p><p></p><p></p><p>Argh! I introduced this by accident while rewriting the rules. CoreRulesRevised says "Spellcasters can pick a ‘signature’ spell on every Spell Level. These spells are easier to cast due to familiarity, costing 1 less HP to use." CoreRules says: "Select one ‘signature’ spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use." I'll fix this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p></p><p>The two areas that remain contentious: Flanking/sneak attacks and retreat/fleeing.</p><p></p><p>As for flanking, I just rule that if they join a melee where all enemies are already busy, they're automatically flanking, ie. numerical superiority = sneak attacks possible if Sub+DEX of the thief > Sub+MIND of the enemy (and I ignore flanking for M20). I think I might have to fix this, however. I'm thinking of getting rid of that extra skill check, ruling that a thief adds his Sub to damage rolls whenever they hit and their party has numerical superiority.</p><p></p><p>I use the wooden counters to determine local numerical superiority: If there are many enemies, I'll break them up into several groups. Example: The evil Izanami worshiping priest is protected by his two acolytes (three) and managed to read a scroll of Summon Monster V calling forth a bearded devil. This devil appears in the back of the party, so that the party has to split up. If at least one other party member helps the thief attack the bearded devil, this will grant them numerical superiority in this particular melee and the thief will be able to add his Sub to damage rolls. (As I said, I'm planning to no longer require successful sneak skill rolls for this.)</p><p></p><p>Regarding withdrawing, retreating, and fleeing: In this campaign all enemies have been human until now, so I'll basically start by saying that enemies are backing away slowly, offering to surrender as they continue to fight. I then start moving the wooden counters away from melee, and players either turn to other foes (usually no extra round required, just attack any nearby foe) or follow the retreating enemies.</p><p></p><p>If followed, enemies may start their real withdrawal, ie. not attacking and retreating even faster (still no attack of opportunity or attack bonus for the party members). If the party members pursue their foes, we change from combat into a chase and will resolve it after everybody else has finished combat.</p><p></p><p>What usually happens is that the bosses manage to flee while minions try to surrender as they are moving backwards ("Please, spare us!"). My players will also often bandage fallen foes bringing them back to 1hp (instead of going through the whole healing thing), thus obviating the need for doing non-lethal damage and all that.</p></blockquote><p></p>
[QUOTE="kensanata, post: 3306039, member: 47845"] [b]Thoughts on Combat[/b] Argh! I introduced this by accident while rewriting the rules. CoreRulesRevised says "Spellcasters can pick a ‘signature’ spell on every Spell Level. These spells are easier to cast due to familiarity, costing 1 less HP to use." CoreRules says: "Select one ‘signature’ spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use." I'll fix this. :( The two areas that remain contentious: Flanking/sneak attacks and retreat/fleeing. As for flanking, I just rule that if they join a melee where all enemies are already busy, they're automatically flanking, ie. numerical superiority = sneak attacks possible if Sub+DEX of the thief > Sub+MIND of the enemy (and I ignore flanking for M20). I think I might have to fix this, however. I'm thinking of getting rid of that extra skill check, ruling that a thief adds his Sub to damage rolls whenever they hit and their party has numerical superiority. I use the wooden counters to determine local numerical superiority: If there are many enemies, I'll break them up into several groups. Example: The evil Izanami worshiping priest is protected by his two acolytes (three) and managed to read a scroll of Summon Monster V calling forth a bearded devil. This devil appears in the back of the party, so that the party has to split up. If at least one other party member helps the thief attack the bearded devil, this will grant them numerical superiority in this particular melee and the thief will be able to add his Sub to damage rolls. (As I said, I'm planning to no longer require successful sneak skill rolls for this.) Regarding withdrawing, retreating, and fleeing: In this campaign all enemies have been human until now, so I'll basically start by saying that enemies are backing away slowly, offering to surrender as they continue to fight. I then start moving the wooden counters away from melee, and players either turn to other foes (usually no extra round required, just attack any nearby foe) or follow the retreating enemies. If followed, enemies may start their real withdrawal, ie. not attacking and retreating even faster (still no attack of opportunity or attack bonus for the party members). If the party members pursue their foes, we change from combat into a chase and will resolve it after everybody else has finished combat. What usually happens is that the bosses manage to flee while minions try to surrender as they are moving backwards ("Please, spare us!"). My players will also often bandage fallen foes bringing them back to 1hp (instead of going through the whole healing thing), thus obviating the need for doing non-lethal damage and all that. [/QUOTE]
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