Are there any house rules for "Tactical" type combats for use with TOR?
Several of my players have inquired about adopting house rules for using tactical moves on a battle map.
Tactical house rules?
Tactical house rules?
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You Never Know How Bright You Are... Until You Have Met True Darkness
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You Never Know How Bright You Are... Until You Have Met True Darkness
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- Robin Smallburrow
- Posts: 564
- Joined: Mon May 13, 2013 10:35 am
- Location: Melbourne, Australia
Re: Tactical house rules?
Not sure what you mean here- I like the fact that Combat Stances are just a 'state of mind' for the PC's-gives a lot of flexibility of choice for players, and I like the idea of 'easier to hit and be hit' concept. As I have said before in another topic, the really critical aspect of combat in TOR is to hold the initiative (acting first is critical), and secondly to act together as a true Fellowship ( thus utilising actions such as Initimidate Foe etc.) Smart players will soon realise these aspects.
Robin S.
Robin S.
To access all my links for my TOR Resources - please click on this link >> http://bit.ly/1gjXkCo
Re: Tactical house rules?
Thanks for the reply.
The guys were asking about tactical type rules where you move your tokens on a battle map, flanking, rear attacks, typical tactical rules as per merp or d&d
I remember someone posting on the old forums about something they were working on.
It's no biggie, I don't really want to tweak the system heavily.
The guys were asking about tactical type rules where you move your tokens on a battle map, flanking, rear attacks, typical tactical rules as per merp or d&d
I remember someone posting on the old forums about something they were working on.
It's no biggie, I don't really want to tweak the system heavily.
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You Never Know How Bright You Are... Until You Have Met True Darkness
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You Never Know How Bright You Are... Until You Have Met True Darkness
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