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Scales of War #1 Rescue at Rivenroar (Full)
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<blockquote data-quote="tiornys" data-source="post: 5662644" data-attributes="member: 17633"><p>I have a couple of problems with the idea of using surprise round mechanics when no one is surprised, but the first that comes to mind is this: it makes it very likely that winning initiative with a melee character is a liability rather than an asset. Few combats start far enough apart that a melee character can't close the distance with a move-charge. However, most combats are far enough apart that a melee character can't engage with a move alone. So, if you use surprise round mechanics, the melee characters who go first can only move, and then the other side gets to charge them.</p><p></p><p>It also tilts the balance between melee and ranged-capable characters. In general, it tilts combat balance toward standard monsters and away from PCs, elites, and solo monsters. Standard monsters are least likely to care about their move and minor actions, and also are much more likely to have basic attacks that are extremely strong. They also don't have action points. PC's, elites, and solo monsters are all likely to have standard actions that are significantly better than their basic attacks (but which can't be used on a charge), more likely to care about their minor and move actions, and, of course, have action points to spend.</p><p></p><p>I'm more or less ok with using surprise round mechanics in this case (especially if some other creature is actually surprised right now), since to me, the surprise round mechanic is basically the answer to "can I ready an action out of combat?" (i.e. "no, but you can get a surprise round, which is basically the same idea"). But I don't know that I like the idea of starting every combat with a surprise round, even if both sides are obviously aware of each other.</p><p></p><p>t~</p></blockquote><p></p>
[QUOTE="tiornys, post: 5662644, member: 17633"] I have a couple of problems with the idea of using surprise round mechanics when no one is surprised, but the first that comes to mind is this: it makes it very likely that winning initiative with a melee character is a liability rather than an asset. Few combats start far enough apart that a melee character can't close the distance with a move-charge. However, most combats are far enough apart that a melee character can't engage with a move alone. So, if you use surprise round mechanics, the melee characters who go first can only move, and then the other side gets to charge them. It also tilts the balance between melee and ranged-capable characters. In general, it tilts combat balance toward standard monsters and away from PCs, elites, and solo monsters. Standard monsters are least likely to care about their move and minor actions, and also are much more likely to have basic attacks that are extremely strong. They also don't have action points. PC's, elites, and solo monsters are all likely to have standard actions that are significantly better than their basic attacks (but which can't be used on a charge), more likely to care about their minor and move actions, and, of course, have action points to spend. I'm more or less ok with using surprise round mechanics in this case (especially if some other creature is actually surprised right now), since to me, the surprise round mechanic is basically the answer to "can I ready an action out of combat?" (i.e. "no, but you can get a surprise round, which is basically the same idea"). But I don't know that I like the idea of starting every combat with a surprise round, even if both sides are obviously aware of each other. t~ [/QUOTE]
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