Rearward Stance Question

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Nerulla
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Rearward Stance Question

Post by Nerulla » Fri Jan 03, 2014 3:24 am

If a character is in rearward stance and an enemy uses great leap to attack him, does this mean that the character can no longer used ranged attacks since the enemy has engaged him in melee combat? If this is the case what would be the target number to hit the character?

Angelalex242
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Re: Rearward Stance Question

Post by Angelalex242 » Fri Jan 03, 2014 4:05 am

Rearward counts as defensive stance when enemies leap in. If it's TN 12 to hit them, it's TN 12 to hit you. TOR is very fair like that.

It doesn't look like it negates rearward, though. So you can keep shooting away even if you enemies can fly or jump. Apparently, visually, you run and shoot while the enemy bounds or flies after you.

SirKicley
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Re: Rearward Stance Question

Post by SirKicley » Fri Jan 03, 2014 6:55 pm

Good response, Angelalex.

Correct, it doesn't change your 'stance' or your ability to continue to shoot them; but you're not safe from being attacked either.


The added flavor text to visualize really helps hammer this point. Well said.

Robert

Indur Dawndeath
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Re: Rearward Stance Question

Post by Indur Dawndeath » Sat Feb 14, 2015 11:32 pm

That is a nice answer, but what happens when the adversary is an Attercop and the archer is seized.
I would say that in this case the Attercop has managed to force the archer into close combat, probably in defensive stance.
You agree?
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zedturtle
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Re: Rearward Stance Question

Post by zedturtle » Sat Feb 14, 2015 11:45 pm

Indur Dawndeath wrote:That is a nice answer, but what happens when the adversary is an Attercop and the archer is seized.
I would say that in this case the Attercop has managed to force the archer into close combat, probably in defensive stance.
You agree?
I would imagine that would be the case, but since the TN is the same (12), I think it's a wash.
Jacob Rodgers, occasional nitwit.

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Indur Dawndeath
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Re: Rearward Stance Question

Post by Indur Dawndeath » Sat Feb 14, 2015 11:59 pm

No, I think it is rather important, since it cost Hate to attack in Rearward stance.
In the case of Attercops, they have 2 Hate, so normally they will only take one shot at Ensnaring the Archer. Ensnare causes no damage, so if they have to spend Hate again to attack, then they are Weary. I don't think that makes sense.
But it is rather tough on the archer to be Seized and forced out of Rearward, so I don't know...
One game to rule them all: TOR

Indur Dawndeath
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Re: Rearward Stance Question

Post by Indur Dawndeath » Sun Feb 15, 2015 12:02 am

And when they are out of Hate, then they cannot attack, even if he is still Seized.
In my book it must mean that the archer is forced into close combat in Defensive stance.
Any objections?
One game to rule them all: TOR

Majestic
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Re: Rearward Stance Question

Post by Majestic » Sun Feb 15, 2015 12:11 am

Forcing someone out of rearward seems to be more than what it hinted at. I'm wondering what the "This replaces their normal attack" bit on Great Leap means. Is that just to clarify that they don't get a (second) free attack that round?

I'd thinking you just spend one Hate to leap to someone in Rearward stance, then - within that leaping attack - roll Ensnare as the actual attack roll for that round.
Tale of Years for a second, lower-level group (in the same campaign).

Indur Dawndeath
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Re: Rearward Stance Question

Post by Indur Dawndeath » Sun Feb 15, 2015 12:24 am

Majestic wrote:Forcing someone out of rearward seems to be more than what it hinted at. I'm wondering what the "This replaces their normal attack" bit on Great Leap means. Is that just to clarify that they don't get a (second) free attack that round?

I'd thinking you just spend one Hate to leap to someone in Rearward stance, then - within that leaping attack - roll Ensnare as the actual attack roll for that round.
I think it is clear that they don't get an extra attack.

Another way to handle this is to have the Attercop remain in Rearward stance, if and only if it has Seized the archer. That way no other enemy can engage the archer, unless they also have Great Leap or Fell Speed.

And if the Archer escapes with an Athletics TN10+Attribute, then he is free and the Attercops have to use Great Leap again..
One game to rule them all: TOR

Majestic
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Re: Rearward Stance Question

Post by Majestic » Sun Feb 15, 2015 9:02 am

Indur Dawndeath wrote:
Majestic wrote:Forcing someone out of rearward seems to be more than what it hinted at. I'm wondering what the "This replaces their normal attack" bit on Great Leap means. Is that just to clarify that they don't get a (second) free attack that round?

I'd thinking you just spend one Hate to leap to someone in Rearward stance, then - within that leaping attack - roll Ensnare as the actual attack roll for that round.
I think it is clear that they don't get an extra attack.

Another way to handle this is to have the Attercop remain in Rearward stance, if and only if it has Seized the archer. That way no other enemy can engage the archer, unless they also have Great Leap or Fell Speed.

And if the Archer escapes with an Athletics TN10+Attribute, then he is free and the Attercops have to use Great Leap again..
So I'm still wondering what "This replaces their normal attack" means?

And what does the Attercop roll (what attack does it make) for their turn, on the action where they leap to the character in Rearward?
Tale of Years for a second, lower-level group (in the same campaign).

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