Re: Rearward stance
Posted: Thu Feb 13, 2014 8:18 am
I would say, test it out in an actual game for yourself and see how you like it.
Remember, the Loremaster's Guide also states on page 44: A particular situation, like fighting on a narrow ledge, a mountain path or another condition enabling fighters to make ranged attacks at greater ease might lead the Loremaster to allow more characters to assume a rearward position.
Here are my notes summarizing Combat for anyone who would like to have them for quick reference:
Combat summary
1. Resolve Ambushes (see LG 42-44)
A successful ambush allows the attackers to hold initiative and denies the defenders opening volleys. Which side gets to attempt an ambush is up to the Loremaster according to the narrative.
2. Resolve Opening Volleys
The Loremaster determines the number of opening volleys to allow before close combat is reached. This depends highly on the narrative. Surprised companions do not get to make opening volleys.
3. Check for Combat Advantages
Every player-hero who was not surprised makes a Battle roll to determine if he will get bonus Success dice: 1 bonus die with a success; 2 with a great success; and 3 with an extraordinary success. The TN for the test depends on the circumstances: TN 12 if the company successfully ambushed their opponents; TN 14 if the company is defending or failed an ambush attempt; TN 18 if the company was ambushed or is attacking without an ambush attempt.
4. Begin Close Combat Rounds
Each close combat round includes the following three steps. Complete as many rounds as needed to resolve each combat.
a. Player-heroes choose stances
All player-heroes must choose a stance. Normally, for every two player-heroes in a close combat stance, one player-hero can assume a rearward stance, unless the total number of enemies is more than twice the number of characters in the company, in which case rearward cannot be chosen. The Loremaster should adjust these guidelines according to the situation.
b. Engagements are determined
If there are more enemies, the Loremaster chooses and must pair at least one adversary with every player-hero in a close combat stance - leftovers can either join an existing engagement or stand back and make a ranged attack; if there are more companions or an equal number on both sides, the player-heroes choose, pairing with all eligible targets - leftovers join other engagements.
c. Attacks are resolved
Start with the side holding initiative.
Note About Engagements
Engagements are normally unbroken round after round until no opponents remain in the engagement due to death, a special ability, or the Escape combat task. When all opponents in an engagement are eliminated, the remaining characters should be reassigned to a new engagement following the regular rules for choosing engagements. At that point, if there are more enemies than companions, the Loremaster will choose; otherwise the player-heroes choose.
Remember, the Loremaster's Guide also states on page 44: A particular situation, like fighting on a narrow ledge, a mountain path or another condition enabling fighters to make ranged attacks at greater ease might lead the Loremaster to allow more characters to assume a rearward position.
Here are my notes summarizing Combat for anyone who would like to have them for quick reference:
Combat summary
1. Resolve Ambushes (see LG 42-44)
A successful ambush allows the attackers to hold initiative and denies the defenders opening volleys. Which side gets to attempt an ambush is up to the Loremaster according to the narrative.
2. Resolve Opening Volleys
The Loremaster determines the number of opening volleys to allow before close combat is reached. This depends highly on the narrative. Surprised companions do not get to make opening volleys.
3. Check for Combat Advantages
Every player-hero who was not surprised makes a Battle roll to determine if he will get bonus Success dice: 1 bonus die with a success; 2 with a great success; and 3 with an extraordinary success. The TN for the test depends on the circumstances: TN 12 if the company successfully ambushed their opponents; TN 14 if the company is defending or failed an ambush attempt; TN 18 if the company was ambushed or is attacking without an ambush attempt.
4. Begin Close Combat Rounds
Each close combat round includes the following three steps. Complete as many rounds as needed to resolve each combat.
a. Player-heroes choose stances
All player-heroes must choose a stance. Normally, for every two player-heroes in a close combat stance, one player-hero can assume a rearward stance, unless the total number of enemies is more than twice the number of characters in the company, in which case rearward cannot be chosen. The Loremaster should adjust these guidelines according to the situation.
b. Engagements are determined
If there are more enemies, the Loremaster chooses and must pair at least one adversary with every player-hero in a close combat stance - leftovers can either join an existing engagement or stand back and make a ranged attack; if there are more companions or an equal number on both sides, the player-heroes choose, pairing with all eligible targets - leftovers join other engagements.
c. Attacks are resolved
Start with the side holding initiative.
Note About Engagements
Engagements are normally unbroken round after round until no opponents remain in the engagement due to death, a special ability, or the Escape combat task. When all opponents in an engagement are eliminated, the remaining characters should be reassigned to a new engagement following the regular rules for choosing engagements. At that point, if there are more enemies than companions, the Loremaster will choose; otherwise the player-heroes choose.