Shadrack wrote:Love the game.
Me too! It's definitely my favorite RPG of all! In fact, I was just telling a friend about the game the other day and he's interested in giving it a try. This is good news since my gaming group has literally scattered around the world. The last of my faithful is headed off to a year's tour in Africa with the U.S. Army.
Shadrack wrote:Example is a party fighting fewer enemies. Two characters engaged with one enemy. One player is in open stance, the other in defensive.
Open stance player kills the enemy.
Noe the defensive player has no enemy. Can he move to attach another enemy in close combat that may be on another player?
I've always felt this was an area of the rules that needed more explanation and a clear combat example. Perhaps for the eventual third printing of the game it can be addressed. Or maybe the
Adventurer's Companion can do the job.
The way I've always handled engagements is to first remind myself about the rules that are clearly stated already. So, when the companions outnumber their opponents (or have an equal number) they get to choose engagements. Therefore, I would have no problem with a player-hero without an engagement in this situation choosing his opponent. However, if the number of adversaries was greater, the Loremaster would have the privilege of choosing the player-hero's next engagement.
For example, if there were three player-heroes all in close-combat against six Orcs, the Loremaster could choose to put 3 Orcs on one hero, 2 on the second one, and 1 on the last. If the last hero killed his opponent first, he would be without an engagement. Since there are still 5 Orcs against 3 player-heroes, the Loremaster would get to decide which adversary(s) wanted to break away from their current engagements to fight the last hero. If the Loremaster didn't want to break those engagements, he could just let the player-hero choose his next target.
At first this sounds complicated, but really it is very simple. Just compare the current number of player-heroes and enemies and apply the rules for engagements and eligible targets.
I think the rule of majority numbers and choosing engagements is important because it limits target choice for those in the minority, rather than always giving player-heroes what they want. Having this as a rule is brilliant because the players will never get the idea the Loremaster just hates them, and at times the Loremaster will be the hero when he chooses to let the player in the minority decide.