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Re: [dq-rules] Re: Close Combat
I think that any kind of swarming attack needs to be addressed with new rules. The situation you mention is not covered by the man-to-man approach that DQ combat takes.
I was (briefly) in someone else's campaign many years ago where the GM had special rules for mass cavalry charge (a wall of men, steel and horses was a truly fearsome thing), unfortunately, I never got a copy of those (I don't know if it was ever anything more than in the GM's head).
There are other situations as well where the larger situation is more than just the sum of individual action. Small-unit tactics, where people have trained together and can work together would be another example (basically the same situation but in reverse).
In both cases (swarming and small-unit tactics), the activity of the group (maybe a MiliSci roll) helps to supercede straight Initiative. Both are reactive situations (swarm = offensive and small-tac = defensive) where the action of the opponent (forcing the opponent to commit to an action) sets up the action. As the goblins swarm their opponent, when he is forced to swing his sword at goblin X, goblin Y gets an opening to attack.
These would also allow for tighter than one-figure-per-hex stacking (subject to stipulations and limits).
These are just my first thoughts, but I think you've hit on something interesting here. Sounds like a good topic to work on, and here, I've been writing an article about PB...
--Rodger
On Wed, 15 May 2002 13:06:43 -0000 jcorey30 <jcorey30@yahoo.com> wrote:
Those are good suggestions Rodger, thanks.
Let me spin this another way... Suppose I had a swarm of weak
creatures... like goblins. What is to keep them from swarming the
party's axe wielding barbarian an simply bearing him down? They
could initial the attack from out side his melee zone, and force him
to drop his weapon. Seems almost too easy.
--- In dq-rules@y..., Rodger Thorm<dqn@e...> wrote:
> I don't have a good real world example, but I've always assumed
that the intent was that if you were sufficiently skilled with your
weapon, you could interpose it between yourself and your opponent.
>
> It does seem like a bit of a simple mechanic, though.
>
> Most of the PCs in my games have not been heavy brawler types, so I
haven't had to deal with it too much. Off the top of my head, I
would think that something like the Withdrawl (which might let the
Defender get a free attack before their opponent can Close and
Grapple), or like the Parry and Riposte (where the result depends on
weapon rank) would add some of the flexibility you are looking for
and still keep a DQ feel.
>
> --Rodger
>
> On Mon, 13 May 2002 21:06:42 -0000 jcorey30 <jcorey30@y...> wrote:
>
> I have always been confused by Close combat.
> When someone is trying to enter close combat from a melee-ex, the
> defender's chance to repel seems too simple (roll under your rank
> with a perpared weapon). I mean don't things liek strength,
agility,
> and size matter?
> And when trying to enter close combat from a non-adjacent ex, it is
> too easy... I mean it just happens.
>
> I was wondering if anyone has any mods out there, and to see if
> anyone has "real life" examples that makes all of this ok.
>
> thanks!