Re: Minions Dropping Immediately when they reach 0 Endurance
Posted: Fri May 29, 2015 5:41 pm
Ambushes are extremely effective in TOR. If the company is being ambushed, it affects combat advantages, opening volleys, and initiative. Potentially, a company that is ambushed by a larger group of adversaries could not only be caught so unaware that they gain no combat advantages, but they also do not get opening volleys, do not get initiative, AND the Loremaster pairs them in engagements because they are outnumbered (in other words, they don't get to choose their own targets). That's serious stuff!
On the other hand, the benefit of the company ambushing is to be the aggressors/attackers but still hold initiative and deny opponents opening volleys. If anyone fails their skill test, however, the ambush fails.
Ok, now about 0 Endurance and engagements. The way I understand things is this: at the end of the attacking character's round/turn, if they dropped their opponent to 0 Endurance, it falls unconscious. If that opponent did not get a chance to attack since its last turn, that's too bad. If another player-hero was engaged with that target and is now unengaged, the Loremaster continues to follow the rules for engagements and immediately pairs him with a new opponent (if the number of enemies outnumbers the company), otherwise the player must decide a new engagement (this must happen because he is in a Close combat stance). The only exception to this, that I can think of, is when the target falls unconscious at the END of a combat sequence. At the top of the next combat sequence, the player-heroes all declare combat stances. The now unengaged hero could possibly choose rearward (depending on the numbers) and avoid an engagement.
On the other hand, the benefit of the company ambushing is to be the aggressors/attackers but still hold initiative and deny opponents opening volleys. If anyone fails their skill test, however, the ambush fails.
Ok, now about 0 Endurance and engagements. The way I understand things is this: at the end of the attacking character's round/turn, if they dropped their opponent to 0 Endurance, it falls unconscious. If that opponent did not get a chance to attack since its last turn, that's too bad. If another player-hero was engaged with that target and is now unengaged, the Loremaster continues to follow the rules for engagements and immediately pairs him with a new opponent (if the number of enemies outnumbers the company), otherwise the player must decide a new engagement (this must happen because he is in a Close combat stance). The only exception to this, that I can think of, is when the target falls unconscious at the END of a combat sequence. At the top of the next combat sequence, the player-heroes all declare combat stances. The now unengaged hero could possibly choose rearward (depending on the numbers) and avoid an engagement.