Monday, August 19, 2019

"*a held missile impacts 2 steps after being fired"

Rick Stump, one of the more successful dungeon masters in the whole world, inadvertently published a few of his DM secrets on MeWe the other day. Your intrepid thief took down some notes and I'm presenting them to you today. Take a look at this gem from the inside of Rick's DM screen:

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Sorry about the picture quality. It's extreme detail from a much larger image.

Anyway, look at the order of his combat Rounds. I'm surprised to see that spell casting goes the entire Round. Are you? And I'm thrilled to note the asterisk at the bottom: "a held missile impacts 2 steps after being fired."

This indicates that the archer can hold fire and loose it at a later point in the round, and that it takes time to adjudicate a a bow strike.

This makes a lot of sense. 

I've played it that a thrown weapon goes during the melee portion of the round. This has never been completely satisfactory, and the reason is now clear to me: thrown versus fired is a special effect thing, not a real mechanical distinction.

I really like how Rick orders his combat. Here's my current combat order: 

click to enlarge

In Port, I'm going to keep this chart in mind in case things go haywire, but I'm going to go with Rick's method and see what happens. It will look like this: 

click to enlarge

In addition to Rick's list, I've moved Morale to the bottom to better allow players to see surrenders and retreats coming and plan accordingly.

Incidentally, I fixed the numbering issue on the second Combat Round chart.

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