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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="GMMichael" data-source="post: 8352437" data-attributes="member: 6685730"><p>Two things, before the technical answer:</p><p></p><ul> <li data-xf-list-type="ul">Health/max Con damage is a form of defense. The act of taking damage, and not dying, can play out as "defending" if the PC wants it.</li> <li data-xf-list-type="ul">It's on the GM, but also the PC, to say "kobold darts are not any significant threat to you, so we're not rolling damage," like when the PC is in plate armor or behind a large shield. However, since damage includes stamina-damage, taking "damage" from darts still effectively reduces the fighter's life expectancy, even if none of them pierce any armor or skin.</li> </ul><p></p><p>So yes, if the fighter closes on the kobolds (who haven't used any actions in the round), all five can react to throw a dart, and the fighter takes damage from all five darts (because his current action is moving, not parrying). The fighter has two actions left (if level 4 or below, gaining a fourth action at level 5). He can go on the offensive and attack one or two kobolds up close with those actions, or if wanting to show off, can reserve those actions for parrying against two darts later in the round. Note that using hero points to heal might actually be a better choice than parrying, because a dart does d4 damage, and a heal action recovers d6 damage. Also note that readying a weapon costs one action, so the kobolds will do significantly less throwing if they don't already have two darts in hand, each.</p><p></p><p>How I would do it (attack five puny, yet mean, kobolds with darts): use one action to move to cover. With initiative, this would allow dart attacks, but the distance would reduce those attacks to minimum (1) damage. Use another action to hide near a choke point, so no more than one or two kobolds could reach me at a time. Use final action to wait until wandering kobolds reach sword-range and attack. Non-actions would include whistling to draw them in.</p><p></p><p>Approach 2: try to drain their ammo by inviting attacks. Use a parry action to attempt to evade -all- incoming darts for one action - a little song and dance? The difficulty of this parry is higher than that of a single dart, but with good armor, dex, or parry skill (for defensive classes), five kobolds could suddenly find their hands empty and an angry fighter charging at them.</p><p></p><p>Also, think about how this situation would play out in cinema, not typical RPG: fighter pops his head out from cover, 5 darts fly at him. Fighter ducks back behind cover and makes witty comment to nearby ally.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8352437, member: 6685730"] Two things, before the technical answer: [LIST] [*]Health/max Con damage is a form of defense. The act of taking damage, and not dying, can play out as "defending" if the PC wants it. [*]It's on the GM, but also the PC, to say "kobold darts are not any significant threat to you, so we're not rolling damage," like when the PC is in plate armor or behind a large shield. However, since damage includes stamina-damage, taking "damage" from darts still effectively reduces the fighter's life expectancy, even if none of them pierce any armor or skin. [/LIST] So yes, if the fighter closes on the kobolds (who haven't used any actions in the round), all five can react to throw a dart, and the fighter takes damage from all five darts (because his current action is moving, not parrying). The fighter has two actions left (if level 4 or below, gaining a fourth action at level 5). He can go on the offensive and attack one or two kobolds up close with those actions, or if wanting to show off, can reserve those actions for parrying against two darts later in the round. Note that using hero points to heal might actually be a better choice than parrying, because a dart does d4 damage, and a heal action recovers d6 damage. Also note that readying a weapon costs one action, so the kobolds will do significantly less throwing if they don't already have two darts in hand, each. How I would do it (attack five puny, yet mean, kobolds with darts): use one action to move to cover. With initiative, this would allow dart attacks, but the distance would reduce those attacks to minimum (1) damage. Use another action to hide near a choke point, so no more than one or two kobolds could reach me at a time. Use final action to wait until wandering kobolds reach sword-range and attack. Non-actions would include whistling to draw them in. Approach 2: try to drain their ammo by inviting attacks. Use a parry action to attempt to evade -all- incoming darts for one action - a little song and dance? The difficulty of this parry is higher than that of a single dart, but with good armor, dex, or parry skill (for defensive classes), five kobolds could suddenly find their hands empty and an angry fighter charging at them. Also, think about how this situation would play out in cinema, not typical RPG: fighter pops his head out from cover, 5 darts fly at him. Fighter ducks back behind cover and makes witty comment to nearby ally. [/QUOTE]
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