Question for combat, since enemies respond to player rolls, rather than having their own strategy and actions, how do GM's "play" them?
For example, if characters are in danger (under fire from an archer, or in melee range, etc) do you "force" rolls (either attack, dodge, or get out of the way?).
I figure I can come up with some ideas, but I haven't run the game yet (running it in a few weeks) and wanted to see what other GMs who have run the game have done.
Related, what about situations where there are ranged or specialist enemies? Do they get to take a move when a player "misses", or only if they miss in an action related to themselves?
Example, to hopefully clear this up.
There are two enemies, Melee Mark (d6 damage), and Ranged Randy (d8 damage). They are fighting one hero, a knight with a sword.
Given the system, he runs up to Mark and attacks, missing; can only the melee character he's fighting hit back, or instead can Randy shoot him?
If not doesn't that defeat the concept of tactical combat? Wouldn't it encourage players to gang-up on one enemy at a time, rather than dealing with enemies as a unit?
Anyways, just looking for general advice, the PDF only gives example that involve melee vs. melee and ranged vs melee, but no mixed-units.
Thanks in advance!
In this case, according to Who shoots first? (I'm referencing MM Zero), "MM doesn't have an initiative system. We use common sense instead: a ready crossbow always shoots at a charging enemy before they can attack, ... the longest weapon attacks first."
ReplyDeleteSo Randy goes first while the knight is charging. If Randy misses, nothing happens to Randy since the knight doesn't have a ranged weapon ready. Then Mark rolls to see if he hits the knight (he succeeds in his STR test) or if Mark gets hit (failing the test). Remember there is only one roll for combat.
Once they are in melee, the GM may decide it becomes harder to hit with ranged weapons. I would say if Randy rolls with Disadvantage and succeeds, he hits the knight. If he rolls a fumble (20), he hits Mark.
ReplyDeleteBrett Slocum, in your examples, you have the monsters attacking. I believe Mike C.'s question is how do you resolve combat when there are two monsters and one PC, given that monsters typically don't act on their own -- so it's essentially the opposite of what you've described.
ReplyDeleteI don't think there's an explicit rule for this, but the way I've handled it is that Randy gets to take a shot at the knight as he charges. Even though monsters don't typically get to make an attack on their own, it just makes common sense in this scenario. Page 15 allows for complex turns, so I'd have the player make a DEX check to avoid the archer's shot and a STR check to attack Mark. If the knight fails either check, he will take damage.
Tim Baker This makes some sense, and re-reading that rule-section it does seem like the way to handle this. The archer is a hazard (like the glass or what have you) and attempting to race up to the melee creature would necessitate dealing with that hazard.
ReplyDeleteDo you think that having a ranged, or magic/ranged, enemy NPC getting to have this additional effect until directly engaged would be too much? Maybe balancing it out with having them be at a disadvantage if engaged at melee?
I only ask because I'm trying to figure out how to reproduce that fictional-combat issue of having to deal with the high-risk ranged unit, while navigating melee units "on the ground". It's an exciting scene in many games and movies, but one that seems hard to reproduce here.
Yes, I'd totally allow multiple rounds where the PCs were in danger from more than one source, if that was thematically appropriate for the battle. Except instead of giving them disadvantage, as you described, I'd grant them advantage if the archer/spellcaster monsters were trying to avoid hitting their own ground troops (therefore, the monsters are acting more cautiously, and thus making it easier for the PCs to avoid the attacks).
ReplyDeleteTim Baker Oops absolutely correct. Misread it. But the order of attacks is the same. Arrows first. In following turns, I'd be tempted to have the knight roll once (with Disadvantage if Mark and Randy have more HD than the knight) for both opponents.
ReplyDeleteYou could say that Mark and Randy have artillery superiority, so the knight is at Disadvantage.
ReplyDeleteBrett Slocum, sounds like we're on the same page: the knight rolls once for each challenge he faces (the ranged attacker and the melee). He could have advantage or disadvantage based on the relative levels of his foes and the situation that he's in. As with any good OSR game, it's interesting that the same situation could be described as granting advantage or disadvantage, depending on the attitude of the artillery monster toward hitting its ally. 😊
ReplyDeleteA lot of good advice here. If this was happening at my table, I'd probably try and turn the situation into a tactical choice: asking the knight if they want to:
ReplyDelete1: rush Mark despite the arrow about to fly in their direction (STR check with disadvantage - damage from both Mark and Randy if they fail), or
2: take their time, watching for the arrows and using their shield to block them. That would get them to Mark without an attack opportunity this turn. (DEX check with advantage - damage from Randy only in case of a failure).
That's assuming Mark is waiting to be engaged in mêlée. It he's charging the knight then the player would have another choice.
It's important to think of the NPCs and monsters as doing things, instead of just reacting to the players' actions.
I find that, if I describe what the opposition is going to do before I ask the players what they'd like to do, resolving each character's individual situation becomes much easier.
Eric Nieudan Thanks to you (and everybody else) for the advice, and I like how you close with describing what's happening and having the players react.
ReplyDeleteMark is brandishing his weapon while Randy fires at you from the trees, what would you like to do?
I also like the idea of giving ideas, in case people are having trouble coming up with something.
You could attack Mark, but you'll be
risking getting hit by an arrow.
You can wait and look for an opportunity.
You can try to dodge around Mark to take out Randy, in which case you'll have to roll to dodge mark, scale the tree, and attack Randy.
Etc.
Thanks again. I'm sure I"ll have more questions moving forward.
Mike C. You know where to find me! :)
ReplyDelete