kilgs
New Member
Posts: 25
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Post by kilgs on Dec 29, 2016 11:13:32 GMT -8
The only thing I could find for multiple opponents was "Target's back turned but already engaged in combat" in the Melee table for +30 SV. Has anyone implemented something more incremental such as based on # of opponents? I don't like that the only modifier indicates that their back is turned. You could definitely face off against 3,4 maybe 5 opponents as melee is considered to be a fluid exchange.
Maybe +10 SV per opponent over the first or second?
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toddk
Junior Member
Posts: 69
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Post by toddk on Dec 30, 2016 14:21:47 GMT -8
One thing I have wanted to make as a rule in another fantasy game, is that you can be flanked if you do not have 360 vision, and you do not have at least half your perimeter clear of enemies.
For example, imagine the following setup: 123 8X4 765
The defending character is in the 'X', and there are three opponents. Rules as Written (RAW) for that game state that you are flanked if you have enemies on opposing sides, so 1&5, 2&6, 3&7, or 4&8. However if there are three opponents, for example in locations 1, 3, and 6, the character at 'X' is not flanked since the 'flankers' do not trace a line through opposite sides of 'X's square.
However a rule saying that a defender can designate up to half its perimeter (contiguous) to not be flankable. The defender then designates one square of its perimeter to be the flaking space (i.e. attackers in that space get flanking bonuses). All attacks coming in from the remaining part of the perimeter get the sneak attack bonus.
So your system would have to get a penalty based on number of attackers, plus what directions they are coming from. For example if there are two attackers, one in position 1 and one in position 2, the defender might have a fairly easy time since both attackers are close together. If they are in 1&3 it will get harder, 1&4 will be much harder, while 1&5 is the worst case for the defender.
So you might have a case of +10 SV per attacker after the first, with additional +5 SV for the longest distance around the arc between attackers (maximum of 180 degrees).
It would look like the following: Enemy Positions - Total SV (breakdown) 1&2 - +15 SV (+10 SV for second target, and +5 SV for one square distant) 1&3 - +20 SV (+10 SV for second target, and +10 SV for two squares distant) 1&4 - +25 SV (+10 SV for second target, and +15 SV for three squares distant) 1&5 - +30 SV (+10 SV for second target, and +20 SV for four squares distant) 1&2&3 - +30 (+10 SV for second target, another +10 SV for third target, and +10 SV for two squares distant)
Enemy in position 1 with a second enemy over their shoulder (i.e. one person fighting with a sword, and another stabbing a spear over their shoulder) would be +10 SV, since both are coming from the same square.
Until you get a different ruling, would this work?
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kilgs
New Member
Posts: 25
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Post by kilgs on Dec 30, 2016 20:56:22 GMT -8
My further musings are along the same lines but a bit simpler.
Basically, a person can be attacked by 5 man-sized opponents. Each opponent after the first provides a +5 SV to a maximum of +20. In other words, the first four can keep the defender occupied and the defender can face off against them. The fifth person is too much for the defender and can flank the defender for the ""Target's back turned but already engaged in combat" bonus of +30.
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