Re: Example combat

From: jamesjhawkins <James.Hawkins_at_...>
Date: Wed, 09 Apr 2003 12:19:47 -0000

Different viewpoints are pretty much guarranteed on this list!

> The party (5 people on horses) encounter a group of 20 Impala
> riders, a combat ensues in the form of the party trying to drive
off
> the Impala, and the Impala trying to harrass the horse riders.
>
> The Impalas want to skirmish, use javelins and remain at distance
> till the party are weakened.
>
> The party wish to drive off the Impala (something they want is
> nearby).
>
> The party members are better at CC then the Impalas.
>
> How does everyone run such a combat ?

Quesion 1: Is the "something" that is nearby essential to the continuing story?
If it is then failure to drive off the Impala cannot be an outcome. So a defeat in whatever contest takes place (see below) could only lead to:
Wounds, which would penalise the PCs later in the story. Or death of followers or death of some PCs (though that's harsh). Ransom paid or items lost to the Impalas. etc.

Otherwise, any level of defeat in the contest would mean that the PCs don't get the "something." If they suffer a worse level of defeat you could pile on some of the above.

Question 2: Do you and your players like running pitched battles, or is the battle a climactic point in the story that is worthy of spending a lot of time on?
If you do, or it is, then see Roderick' mail, I guess. And perhaps review the various mails on this list about range and missile combat.

Otherwise make it one or more simple contests.

If it's one then have the players choose one character to be the focal point and have all the others augment with an appropriate skill. The focal point might be the leader or the character doing whatever is most relevant.

For example: Maybe the Uroxi is the focal point and charges in. Use his close combat. Other PCs augment by:
Fighting by his side (augment with close combat) Casting combat magic (augment with the feat/affinity) Providing covering fire (augment with ranged combat) Healing the fighters (augment with healing magic) Urging on the combatants (augment with Unmerciful to enemies or a personality trait)
Any ther contribution they can think of that you agree to.

One step up would be to have several simple contests run like the above. You could use the old carryover table to generate a bonus or penalty that would be carried forward, or use the results to decide what contest comes next.

For example, the first contest might be the exchange of missile fire. Depending on your answer to question 1, failure might mean that the PCs are driven off, or suffer a penalty on the next contest. Success might mean that the players get a bonus in the next contest, or don't even have to fight any further, if they get a good enough level of victory.
The second contest might be combat at close quarters. Failure might mean the PCs get another penalty, or mean that their third contest will be Fleeing, or Making a Deal. Success might give them a bonus, or mena that their third contest is Sticking to the Plan And Not Chasing After the Impalas or Maximising the Spoils. And so on.

Personally I'd do a few simple contests. I find the pitched battles a little wearying.

Cheers,

Jim

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