Comments on 2015-09-10 Combat using Two Rows Per Side

Re: Firing into melee. You mentioned a percentage chance to hit a friend based on the number of combatants, but the uncertainty scared people off altogether. But what if you made the percentile roll and announced whether or not the shot is viable before they make the attack roll? That is, if there’s a 60% chance of hitting a friend and you roll under that, simply announce: “There’s no clear shot for you this round. What else do you want to do?” Sound like an idea worth trying?

– A. Perry 2015-09-12 20:12 UTC

That sounds like an excellent idea! The only drawback I can see is that there is a tiny extra roll to make. Surely something to come back to if I start to feel that my players are abusing the system. My current interpretation basically translates to “there is always a clear shot!”

– Alex Schroeder 2015-09-12 21:11 UTC

Hi Alex - I like this front and bank ranks idea a lot and will be trying it out next game. I agree with your thoughts on keeping it simple for shooting into combat. However I would rule that any rolls of 1 when shooting into a melee automatically hit your ally. Players a familiar enough with the trope of crits and fumbles so should be accepting of the ’roll 1 hit your buddy’ rule.

What are your thoughts on area effect spells and the abstract combat? How would you adjuticate a burning hands spell vs a fireball spell? Whose hit and could you hit your allies?

– Rob S 2015-09-15 13:32 UTC

I like “roll 1 hit your buddy”. That’s easy enough to understand. I’m not going to use it for the moment because I don’t use fumbles anywhere else.

As for area effects like fireball and lightning bolt, we’ve usually just eyeballed it at the table. The one rule I use is that you can attack “all your opponents in front of your” with a two-handed sword. My rule there has always been: if they attacked you in melee and haven’t moved away, then they’re in reach for you to get back at them. That would work the same way for burning hands.

– Alex Schroeder 2015-09-15 14:01 UTC

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