Torches and fire in combat (minor spoiler)
Posted: Tue Oct 22, 2013 2:44 pm
I'm preparing for tomorrow's session - Of leaves and stewed hobbit - and the possible fight with the night wight.
Here we have a creature of shadow, hard to injure and wound with corporeal weapons (Armour 4D + 8 at night!)and afraid of fire (Fear of Fire).
According to RAW you can lower the creature's Hate by having a lot of torches on the first round of combat. After that round they are practically useless. Lets assume three vigilant companions carry torches. That means 3 point of Hate of the night wight's 8. After that it becomes pretty hard to scare it away with use of imtimidate.
If I know my players they will want to attack the creature with fire and torches - especially after noticing how resilient it is when struck by old good steel.
Have any one here come up with rules for torches in combat? Would a rule that allows a companions to attack with the Dagger skill and the same damage/threat as a dagger, TN+2 to attack roll to represent the fact that a torch is not a weapon, do? On a called shot maybe the target catches fire unless making an armour roll? And against creatures like wights with Fear of fire the foe's armour roll is halved?
I was also thinking of changing the Fear of fire rule to allow continious fire harassment; after every round that at least one torch wielding companion is in close combat with the creature (not ranged stance) the creature loses on point of Hate. Also, a succesful roll of Imtimidate foe could cause a loss of one additional point of Hate. Since the creature, at least the night wight, is Craven, it will flee at zero Hate. A fitful end for these kinds of fights and also in the spirit of the books if you ask me, rather than slogging it down to zero endurance.
In this way, fire is the real key to defeating these kinds of creatures, instead of just being a small bonus on the first round of battle.
Any ideas or comments?
/Magnus
Here we have a creature of shadow, hard to injure and wound with corporeal weapons (Armour 4D + 8 at night!)and afraid of fire (Fear of Fire).
According to RAW you can lower the creature's Hate by having a lot of torches on the first round of combat. After that round they are practically useless. Lets assume three vigilant companions carry torches. That means 3 point of Hate of the night wight's 8. After that it becomes pretty hard to scare it away with use of imtimidate.
If I know my players they will want to attack the creature with fire and torches - especially after noticing how resilient it is when struck by old good steel.
Have any one here come up with rules for torches in combat? Would a rule that allows a companions to attack with the Dagger skill and the same damage/threat as a dagger, TN+2 to attack roll to represent the fact that a torch is not a weapon, do? On a called shot maybe the target catches fire unless making an armour roll? And against creatures like wights with Fear of fire the foe's armour roll is halved?
I was also thinking of changing the Fear of fire rule to allow continious fire harassment; after every round that at least one torch wielding companion is in close combat with the creature (not ranged stance) the creature loses on point of Hate. Also, a succesful roll of Imtimidate foe could cause a loss of one additional point of Hate. Since the creature, at least the night wight, is Craven, it will flee at zero Hate. A fitful end for these kinds of fights and also in the spirit of the books if you ask me, rather than slogging it down to zero endurance.
In this way, fire is the real key to defeating these kinds of creatures, instead of just being a small bonus on the first round of battle.
Any ideas or comments?
/Magnus