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*Pathfinder & Starfinder
Rules for allied minions?
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<blockquote data-quote="the Jester" data-source="post: 5350436" data-attributes="member: 1210"><p>I'd mostly handwave it. I'd prolly make a chart first- something to roll on every round for the "Npc section" of the battle. Something like this, where if the pirates have the 'edge' the roll is modified by -2 and if the crew has the 'edge' the roll is modified by +2, with modifiers gained being cumulative as one side or the other gets the momentum of battle on their side:</p><p></p><p></p><p><strong><u>Roll 2d6 and Consult the Chart Below:</u></strong></p><p>1 or lower- Crew breaks and attempts to surrender</p><p>2- Pcs' ship aflame!</p><p>3- Pirates gain edge (-2 to rolls on this chart); 1d4 crew defeated and out of the fight</p><p>4- 1 pirate recovers and returns to the fight (-1 to rolls on this chart)</p><p>5- Damage to pcs' ship</p><p>6- Pirates press the attack; 1d4-2 crew defeated and out of the fight (minimum 0); if at least one crew goes down, -1 to rolls on this chart</p><p>7- Lull in fighting, modifier to chart reduced by 1</p><p>8- Crew presses the attack; 1d4-2 pirates defeated and out of the fight (minimum 0); if at least one pirate goes down, +1 to rolls on this chart</p><p>9- Damage to pirate ship</p><p>10- 1 crewman recovers and returns to the fight (+1 to rolls on this chart)</p><p>11- Crew gains edge (+2 to rolls on this chart); 1d4 pirates defeated and out of the fight</p><p>12- Pirate ship aflame!</p><p>13 or higher- Pirates break and attempt to flee</p><p></p><p>I'd probably also include modifiers for the pcs' actions- for every non-minion pirate they fell, they gain a +1 modifier to the rolls on the chart; make a Diplomacy check, medium DC, to gain a +1 modifier on the chart; etc. </p><p></p><p>Mostly, though, I'd handwave it.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5350436, member: 1210"] I'd mostly handwave it. I'd prolly make a chart first- something to roll on every round for the "Npc section" of the battle. Something like this, where if the pirates have the 'edge' the roll is modified by -2 and if the crew has the 'edge' the roll is modified by +2, with modifiers gained being cumulative as one side or the other gets the momentum of battle on their side: [b][u]Roll 2d6 and Consult the Chart Below:[/u][/b] 1 or lower- Crew breaks and attempts to surrender 2- Pcs' ship aflame! 3- Pirates gain edge (-2 to rolls on this chart); 1d4 crew defeated and out of the fight 4- 1 pirate recovers and returns to the fight (-1 to rolls on this chart) 5- Damage to pcs' ship 6- Pirates press the attack; 1d4-2 crew defeated and out of the fight (minimum 0); if at least one crew goes down, -1 to rolls on this chart 7- Lull in fighting, modifier to chart reduced by 1 8- Crew presses the attack; 1d4-2 pirates defeated and out of the fight (minimum 0); if at least one pirate goes down, +1 to rolls on this chart 9- Damage to pirate ship 10- 1 crewman recovers and returns to the fight (+1 to rolls on this chart) 11- Crew gains edge (+2 to rolls on this chart); 1d4 pirates defeated and out of the fight 12- Pirate ship aflame! 13 or higher- Pirates break and attempt to flee I'd probably also include modifiers for the pcs' actions- for every non-minion pirate they fell, they gain a +1 modifier to the rolls on the chart; make a Diplomacy check, medium DC, to gain a +1 modifier on the chart; etc. Mostly, though, I'd handwave it. [/QUOTE]
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Rules for allied minions?
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