Heilemann wrote:It seems to me that TORs system wasn't really made to be much help in a situation like this, where the geography is well-defined, and influential on how the battle can be fought. There are a few mentions of restrained pathways and such in the rules, but nothing too definite.
Yep, in many ways, the TOR rules are more about providing a framework with LM's building rulings on the top of them to suit what they're trying to do/setup within their game. I think there are multiple approaches that a LM could employ, it's really a matter of taste and consistency within your own campaign.
Heilemann wrote:But because TOR has no tactical movement rules, I'm not entirely sure how to play this out.
You don't need to show the map to the players - it can purely be a LM tool to help you shape the encounter and understand how all the 'pieces' fit together. There are no tactical movement rules as such in TOR but units of time (ie, combat turns and rounds) do exist so it's pretty easy for a LM to provide rulings as to movement within such periods of time, etc. We all have a good idea of how quickly a person (with varying degrees of encumbrance) can run across different type of terrain so it's easy for a LM to decide how long it should take someone to get from, for example, the tower to the ruined gate in game time. They could also make Athletics tests to reduce this time if you wanted to add such a ruling.
Heilemann wrote:Obviously because the hill is steep, and requiring a stated attempt at scaling it, it acts as a wall between whoever is on top and those beneath. This dictates a) which side gets to determine engagement, and b) who they can engage.
You can also use the combat circumstances table on page 48 of the LM guide as well. In addition, the ruined gates can allow for just one or two PCs to defend against multiple opponents, creating a bottleneck. The map in the adventure was a way of bringing the accompanying descriptions to life and provide positioning context of each described element so the LM/Players were aware of how everything fitted together.
Heilemann wrote:So I suppose I need to track a number of things in this case?
1) Who is below?
2) Who is above.
3) Who is on the stairs, and in what order.
It's all a bit confusing; I'm wondering if anyone else has a better approach?
Battles are confusing and chaotic affairs! So, you don't need to explain what all the orcs are doing all the time.
The players will explain where their characters are positioned and depending on what the orcs do and what happens turn-by-turn they may move around etc. From an LM point of view, you know what opponents you are throwing into the mix. Personally I'd group them up - ie, these orcs are going to force the ruined gate, these are going to attempt to scale the steep slope, these are going to remain in the rear and attack with bows. Once you group them up, you can handle them piecemeal which will make the job easier and the PCs will respond to those different groups of opponents in different ways.