2019-01-14 Episode 14

Podcast Today I used the Remove Clicks and the Compressor plugins in Audacity with the default values to attempt and improve the sound quality. And I edit the file, once again, shortening pauses and removing some uuuhms.

The topic of the day is combat: surprise, initiative, d30 rule, not using variable weapon damage, shields shall be splintered, formations, protection, targeting, retreating, fleeing. And as soon as I stopped talking I remembered a thing or two I would have wanted to add. Oh well!


page 12



Things I wanted to mention:

  • covering the retreat is simply some people retreating and others staying behind, blocking the passage
  • in the open field, disengaging is harder: in the first round some people retreat and others stay behind; if the opposition then moves around the people that stayed behind in order to stay in melee with the ones retreating, then it didn’t work: the people retreating might have to resort to fleeing (and thuse to a parting shot)

I really should double check the weapons and their space requirements. See 2018-12-25 Episode 07.

– Alex Schroeder 2019-01-15 09:29 UTC

danke fuer die podcasts! habe (noch) nicht alle gehoert, die bisherigen haben mir sehr gefallen. inhaltlich und auch “sprachlich”. gut finde ich immer eigene erlebnisse, wie “bei dem und dem spiel haben wir das erlebt, ich so gehandelt.”

– Chris 2019-01-15 14:45 UTC

Heh. Und Intro Jingles mit Pocket Operators selber gemacht. 🙂

– Alex Schroeder 2019-01-15 16:20 UTC

ja, super, PO!

– Chris 2019-01-15 16:23 UTC

I’m curious about the “can’t pick individual targets” rule. Is that from anywhere, or something you came up with yourself? I can see how it would speed up combat considerably and I’m intrigued by it. But at the same time my players seem to enjoy a little bit more tactics to their combat, so we tend to put some counters on a hastily scribbled map when a fight breaks out.

Kars 2019-05-10 10:16 UTC

Good point. I don’t remember reading this anywhere. I probably did, though. There is nothing new under the sun. As for reasons: For one, it seemed unfair that players should be able to protect each other but monsters could not. At the same time I didn’t want to think about what monster was protecting or not protecting somebody. Players would always gang up on monsters everybody hitting the same target until I started wondering about space and I didn’t want to bother with that. I also didn’t want to bother with a battlemap, either as an actual map with tokens or just pencil scribbling with arrows and letters standing in for characters and all of that to check who could hit whom. That would also have meant that I needed to know which monster on the map matched which hit point total in my notebook. All of that gets really complicated really fast when the party is 20 people and there are 30 monsters, for example. I think that’s why I started optimizing everything for speed.

– Alex Schroeder 2019-05-10 15:34 UTC

Please make sure you contribute only your own work, or work licensed under the GNU Free Documentation License. Note: in order to facilitate peer review and fight vandalism, we will store your IP number for a number of days. See Privacy Policy for more information. See Info for text formatting rules. You can edit the comment page if you need to fix typos. You can subscribe to new comments by email without leaving a comment.

To save this page you must answer this question:

Just say HELLO