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Re: Keeping Combat Interesting

Posted: Sat Apr 30, 2016 10:23 pm
by Indur Dawndeath
Rich H wrote:
Indur Dawndeath wrote:But how are you using the battlefield traits?
Generally, they are simply there as an aide memoir to my initial description as in the heat of battle players can forget details. I let the players use them for their characters as they see fit:

1) This can be simply to add descriptive elements to when they are describing their actions

2) Using them to 'hang' bonus success dice off that they obtained from preliminary rolls or other such special circumstances

3) Exploiting them for strategic or mechanical advantage

4) Or just to understand the 'lay of the land' within a fight

Each Battle Map itself has different uses depending on the scene. In addition to the above it can:

5) Lay out the different locales within a battle as per the examples above and hightlight any specific restrictions/etc as to how characters move between them - eg, the sloping terrain on the Warg Ambush map above

6) Draw out any specific rules - eg, the Villagers 'pools' in each location of the settlement map were used as additional bonus dice for those locations when the players narrated the villagers supporting them. Also something like a round count is useful to play out in the open (eg, "we must hold this ground until dawn!") if its something the PCs would be aware of; it adds to the tension. These additional rules could also draw on how the locations within the map interact - eg, a crevise could create a bottle-neck allowing more PCs than is usual to adopt a Rearward Stance for the path beyond the crevise as long as it has a PCs in Defensive Stance holding the ground against opponents.

7) Importantly, I also try and include elements that draw out the narrative behind the combat. In the example of the settlement this isn't really needed as the narrative is pretty obvious (ie, defend the village) but for the Warg Ambush there were some elements that could be gleaned if the PCs directly protected the children (ie, they weren't the real target of the attack)

I'm sure there are other uses for it but mainly it's for providing support to help the players and bringing variety to such encounters.
Indur Dawndeath wrote:I was thinking to prepare a fight in the Gundabad pass, as the players return with the Hill-men children, in Nightmare of Angmar. So they have the children to protect, the ice and the cold, and ofcourse jagged rocks and dangerous crevices to mind! There should be a place where the children are better protected, some skill roll to get them there... And a place, higher ground, where the archer is protected and warriors have an advantage, but the children are exposed there.

Please guide me, so I can set this up
Sounds like you have the basics right there. I don't have my books to hand so can't reference the adventure in Ruins of the North but if I was creating a 'battle map' for the above:

1) Pick out a nice piece of art that represented either the location of some narrative element of the scene

2) Over the illustration draw out the locations, arranging them in a logical order as to their relation to each other

3) Identify/list out any rules as to how PCs can move between each location. Even though this feels like LM-specific information I add it to my maps so that (a) I don't forget and (b) I think that PCs would have a good idea of how difficult something can be to negotiate. Obviously you may disagree and leave such information off of your maps, or maybe just some of it - ie, keep the obvious but don't disclose everything

4) For each location, add a number of descriptive traits to it. These can simply be evocative so that players can draw on them for colour when describing their actions or they can servce more of a mechanical purpose - eg, something like "high ground" could be used by an archer to attack opponents with a mechanical advantage of -2 to their target's TN. So when creating them, try and think how a player could use them and go with a mix of traits - eg, one or two that you just think or evocative and then one or two more to hang mechanical advantages off. No need to play hard and fast with that though - it can be just as much fun to go with traits that you just believe are evocative and fire your imagination and then get totally surprised by how your players use them!

5) Add any other specific rules you want to use within the scene and don't mind sharing with the players - eg, other NPCs that need protecting within a specific locale, a combat round count, etc.

These are all just ideas, no hard and fast rules. If you use this, don't feel like you have to all the time or in the same way. I create these to support my players and our enjoyment of the game - if it isn't doing that for you, then stop!

Hope that all helps.
Thank you very much for the Very detailed answer!
I have started to prepare the map, but then I saw James answer, and I want to include his ideas as well.
My first idea was to group the children into 4 groups, and treat them as normal participants in the fight, meaning of course that they should be placed in Rearward for protection. I have 5 players and 3 NPCs...
But James made me think that other options would make the scene even more interesting.

So thank you both, what a great forum this is :D

If I can upload the result I will, when I'm done

Re: Keeping Combat Interesting

Posted: Thu May 05, 2016 10:02 pm
by Indur Dawndeath
Image

This is my first attempt. I am no wiz at this...
The idea is for the players to see the options and also see the limit of combat rounds until something bad happens.

Comments please :?

EDIT: If I shrink it more, the text is not readable. The whole picture is there, so copy to another viewer... Sorry about this

Re: Keeping Combat Interesting

Posted: Fri May 06, 2016 3:25 pm
by Stormcrow
You're going to make one of these for every fight? Isn't that a hecuva lot of work?

Re: Keeping Combat Interesting

Posted: Fri May 06, 2016 3:44 pm
by Rich H
Stormcrow wrote:You're going to make one of these for every fight? Isn't that a hecuva lot of work?
That's not how I use them but I suppose it depends on how combat heavy peoples' games are. I mean, looking at how many fights I have in my game, I could potentially create one of these kind of things for each one - at least the ones that are planned/plotted. Producing one probably takes me around 15 mins so it isn't a lot of work - most of that comes from coming up with the ideas for the fight which I'd have to do anyway and getting them down onto a map of sorts creates notes for me when otherwise I may forget stuff.

Re: Keeping Combat Interesting

Posted: Fri May 06, 2016 3:49 pm
by Rich H
Indur Dawndeath wrote:This is my first attempt. I am no wiz at this...
I think it looks fine. I actually use powerpoint when I'm creating stuff.
Indur Dawndeath wrote:The idea is for the players to see the options and also see the limit of combat rounds until something bad happens.

Comments please :?
How do you feel about your players seeing the information relating to the "Higher Ground to the West" section? I don't think it's a problem but you could perhaps use two versions of this map - one with this element removed and then if any of the PCs succeed at their Awareness test replace it with the version containing the info?

Perhaps you could make the boxes larger - I sometimes find this useful to use tokens in them to show where PCs, NPCs and adversaries are positioned and therefore need bigger spaces to place them on but also to see the traits of the location at the same time.

Re: Keeping Combat Interesting

Posted: Fri May 06, 2016 5:58 pm
by Indur Dawndeath
Stormcrow wrote:You're going to make one of these for every fight? Isn't that a hecuva lot of work?
I'll not prepare one for each fight, unless this proves to be much more interesting than normal.
For this battle I want the players to understand that there are options:
How to protect the children by other means than just make a line and keep them in Rearward.

We play for 2 days straight, but only once every 2-3 months, so I have time to prepare.

On another note, I'll try out the Battle rules for the retaking of the Lost watch tower, if the players succeed to gain the Hill-men as allies... The other thread on Mythic Battles was great inspiration.

Rich. I'm pretty sure they'll make the awareness. The Look-out has 5 ranks +5 blessing, but you are right. I would keep it secret if they didn't.

Re: Keeping Combat Interesting

Posted: Fri May 06, 2016 7:05 pm
by Indur Dawndeath
Rich H wrote: Perhaps you could make the boxes larger - I sometimes find this useful to use tokens in them to show where PCs, NPCs and adversaries are positioned and therefore need bigger spaces to place them on but also to see the traits of the location at the same time.
Good idea, and I'll try powerpoint for the next one ;)
I'll probably also add a few bonus dice on the Higher ground square, to lure some of the players away from the children :roll: :twisted:

Theres still a few weeks until next session, so I have time. Thanks for the inspiration!!

Cheers

Re: Keeping Combat Interesting

Posted: Sat May 07, 2016 11:20 am
by Rich H
Indur Dawndeath wrote:I'll not prepare one for each fight, unless this proves to be much more interesting than normal. For this battle I want the players to understand that there are options: How to protect the children by other means than just make a line and keep them in Rearward.
Yep, you've got a good grasp of how I use them and what I initially created them for.
Indur Dawndeath wrote:On another note, I'll try out the Battle rules for the retaking of the Lost watch tower, if the players succeed to gain the Hill-men as allies... The other thread on Mythic Battles was great inspiration.
Whenever I use James' Mythic Battles I create a Battle Map; this and his rules work really well together.
Indur Dawndeath wrote:Rich. I'm pretty sure they'll make the awareness. The Look-out has 5 ranks +5 blessing, but you are right. I would keep it secret if they didn't.
Was just a thought; I sometimes do things like this and it works quite well. You don't want to show the players everything in one go necessarily.

Re: Keeping Combat Interesting

Posted: Sat May 07, 2016 11:25 am
by Rich H
Indur Dawndeath wrote:Good idea, and I'll try powerpoint for the next one ;)
If you do, PM me and I'll send you some templates, and old maps, that I use that may be of use - or at least speed up the process for you...
Indur Dawndeath wrote:I'll probably also add a few bonus dice on the Higher ground square, to lure some of the players away from the children :roll: :twisted:
You know, that's a really good idea. For the locations where you do this you could put a smaller box/circle overlapping it (similar to what I did with the 'villagers' circles on one of my maps in an earlier post) and actually put a number of dice/tokens in them to show the players where and how many extra dice are available; I think that would really get them thinking about their approach and strategy as they factor in how to take advantage of the terrain etc on offer.
Indur Dawndeath wrote:Theres still a few weeks until next session, so I have time. Thanks for the inspiration!
My pleasure, always happy to share stuff and ideas.