A Few Things I'm Unclear On
A Few Things I'm Unclear On
Hello all, I have a few questions about some things I couldn't find clarification for in the core rule books.
1: Rearward stance and being engaged with the enemy. For example, if our Elf, who generally fights rearward, is forced into close combat about the PC's are out numbered 2:1, then they slay an enemy, does our elf need to kill the 2 she's fighting before switching to rearward, or can she switch at the start of the next round and the enemies she was engaged with then fight other close combat opponents, or what exactly? Also, I'm assuming a Bow can't be used in close combat?
2: Seized PC's. How do PC's that are seized escape the enemy's grasp? Is it an opposed athletics check?
1: Rearward stance and being engaged with the enemy. For example, if our Elf, who generally fights rearward, is forced into close combat about the PC's are out numbered 2:1, then they slay an enemy, does our elf need to kill the 2 she's fighting before switching to rearward, or can she switch at the start of the next round and the enemies she was engaged with then fight other close combat opponents, or what exactly? Also, I'm assuming a Bow can't be used in close combat?
2: Seized PC's. How do PC's that are seized escape the enemy's grasp? Is it an opposed athletics check?
Re: A Few Things I'm Unclear On
Well, a bow can't be used in close combat for sure.Dreyton wrote:Hello all, I have a few questions about some things I couldn't find clarification for in the core rule books.
1: Rearward stance and being engaged with the enemy. For example, if our Elf, who generally fights rearward, is forced into close combat about the PC's are out numbered 2:1, then they slay an enemy, does our elf need to kill the 2 she's fighting before switching to rearward, or can she switch at the start of the next round and the enemies she was engaged with then fight other close combat opponents, or what exactly? Also, I'm assuming a Bow can't be used in close combat?
Considering the case in point I think that, if a kill send the number of enemies under the break-even point (which is 2:1) the shooters should be able to go Rearward again, you can assume that an ally has come to help them. Like most bits of TOR combat system this very abstract and requires more narrative than number cruching.
Going by the RAW there's no clear way to escape a seize, except knocking down the seizing creature.2: Seized PC's. How do PC's that are seized escape the enemy's grasp? Is it an opposed athletics check?
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Re: A Few Things I'm Unclear On
You can change stances at the beginning of each round. Engagements are then re-evaluated. It is assumed that all combatants are constantly maneuvering to achieve optimal positioning. If you reduce the enemies' numbers, they can no longer maintain their superior position.Dreyton wrote:does our elf need to kill the 2 she's fighting before switching to rearward
Correct. "Player-heroes are allowed to make ranged attacks only if they choose a Rearward stance." Don't pay any attention to the ridiculous and quite impossible antics of elves in Peter Jackson's films.I'm assuming a Bow can't be used in close combat?
I would say it depends on the situation. Getting caught in the web of a giant spider is a lot different than being grappled by a blood-sucking vampire bat. In all cases I would say it's a personal entrapment which ends if the enemy is knocked out or killed, engages another opponent, flees, or otherwise lets you go.How do PC's that are seized escape the enemy's grasp?
If you're trying to get away and it's not letting you go, I'd allow the player to propose an action in lieu of attacking. I wouldn't specify ahead of time what action the character must take; I'd leave it up to the player. Naturally, the loremaster—and the other players—must decide if it's reasonable.
Re: A Few Things I'm Unclear On
I think this a good rule of thumb to deal with those situations.Stormcrow wrote:I would say it depends on the situation. Getting caught in the web of a giant spider is a lot different than being grappled by a blood-sucking vampire bat. In all cases I would say it's a personal entrapment which ends if the enemy is knocked out or killed, engages another opponent, flees, or otherwise lets you go.How do PC's that are seized escape the enemy's grasp?
If you're trying to get away and it's not letting you go, I'd allow the player to propose an action in lieu of attacking. I wouldn't specify ahead of time what action the character must take; I'd leave it up to the player. Naturally, the loremaster—and the other players—must decide if it's reasonable.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
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Re: A Few Things I'm Unclear On
Regarding being trapped in spider webs the rules (TfW p16) do state the trapee can cut their way out or be cut out using a dagger vs TN14 which is fairly tough if you only have 1 Success die (about 17%).
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Re: A Few Things I'm Unclear On
At the beginning of each round of combat each member of the player Fellowship chooses a combat stance. As long as the requirements for taking a rearward stance are fulfilled, that is to say there are enough forward fighters to cover you, I don't see why a character who was engaged in one round could not drop back to rearward stance in the next, even if their opponent was still in the fight. Actual combat is a very fluid affair unlike the rigid and static gaming mat.
As for the silly acrobatics of PJ's Elves, my players like them, so I have houseruled them in. Luckily a bow is not any better than a sword in their hands, and may actually be worse. Not that I am going to point that out to them
As for breaking free of being seized, let them propose a roll and how they see it working, then toss the dice. Some traits may also be of use.
As for the silly acrobatics of PJ's Elves, my players like them, so I have houseruled them in. Luckily a bow is not any better than a sword in their hands, and may actually be worse. Not that I am going to point that out to them
As for breaking free of being seized, let them propose a roll and how they see it working, then toss the dice. Some traits may also be of use.
Re: A Few Things I'm Unclear On
I don't consider stuff that appears in supplements to be "the rules." Precedent, maybe, or a window on the intentions of the rules-author.Hermes Serpent wrote:the rules (TfW p16) do state the trapee can cut their way out or be cut out using a dagger vs TN14
The situation in Tales has to do with getting stuck on a giant cobweb structure, not being linked to a spider that has tossed its web on you. I don't see these things as particularly similar. A moderate Dagger task might be sufficient, but so might a moderate Athletics task for pulling away by force or a moderate Awe task to intimidate the spider into letting go of its web. A character caught in a spider's web isn't completely immobilized; he just can't change stances--he can't get away from the spider.
Re: A Few Things I'm Unclear On
We've simply been letting the players propose an action and make an appropriate roll, as with most other actions, focusing mostly on narrative. It has so far worked very well with grapples.
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Re: A Few Things I'm Unclear On
My house rules are these, if you want to use them...
I made them to fit my encounter with Mewlips in the swamp. The players should escape the Mewlips attempt to drown them
Grapple (Action)(Forward Stance)
Athletics TN10+(Attribute or Body). Effect: as Seize Victim. Humans have no secondary attack option while grappeling.
Escape Grapple (action)
Athletics TN10+(Attribute or Body). To escape two opponents require Great Success while three or more opponents require Extraordinary Success.
Drag away / Drown, after successful grapple and Oppose drag away (Action)(Forward stance)
Opposed Athletics, each TN is TN10+(Attribute or Body). Small sizes are at a disadvantage here and large sizes are at an advantage. +2 or +4. This action will not break the grapple, only oppose the drag away attempt.
(Drowning causes 5 Endurance points each round)
Cheers
I made them to fit my encounter with Mewlips in the swamp. The players should escape the Mewlips attempt to drown them
Grapple (Action)(Forward Stance)
Athletics TN10+(Attribute or Body). Effect: as Seize Victim. Humans have no secondary attack option while grappeling.
Escape Grapple (action)
Athletics TN10+(Attribute or Body). To escape two opponents require Great Success while three or more opponents require Extraordinary Success.
Drag away / Drown, after successful grapple and Oppose drag away (Action)(Forward stance)
Opposed Athletics, each TN is TN10+(Attribute or Body). Small sizes are at a disadvantage here and large sizes are at an advantage. +2 or +4. This action will not break the grapple, only oppose the drag away attempt.
(Drowning causes 5 Endurance points each round)
Cheers
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