After the last post, Investigating the Stairs, we're in the position to deconstruct the combat that followed. This is a particularly example: the players made no particular errors, the dice fell against them for quite a lot of it, the situation was very tense for far too long and the party was able to pull themselves out of an extraordinary tailspin, barely avoiding a total-party-kill. All things that make this a combat worth examination.
The participants in the combat were Embla the assassin; Lothar the ranger; Engelhart the cleric; Pandred the fighter. These were supported by Bergthora and Fjall, two hirelings. A third hireling, Willa, was far away, watching a distant "front door." My plan was to have Willa appear in the 11th round (if the combat lasted that long, which I did not expect), to tell the party that the owners of the lair had returned, somewhat trapping the party in the lair (though a backdoor was available).
Half of this discussion will cover what is happening from round to round; the other half, I hope, will cover the antagonist's motives against the party, the setting for the combat and the dilemmas presented as the combat was resolved.
The enemy was a "dog-Beast": a huge, eight-and-a-half foot tall humanoid with a dog's head and great long claws. The Beast received two attacks per round: it could attack with its teeth and with one claw. I recognize that most monster descriptions tend to make most beasts ambidextrous, but I will often limit a less intelligent, agile monster to the use of only one or the other hand, not both. That was the case here. The bite caused 2-16; the claw, 1-8. There was a special ability. If the bite rolled a natural 20, it caused triple damage on the hit. That was a potential quick kill, however unlikely.
At the start of the fight, Embla had failed to kill the Beast outright; however, she had succeeded in reducing the Beast to a total of 24 hit points, a fact kept secret from the party. By my rules, if one quarter of a defender's present hit points are removed by a single hit, that defender is "stun-locked" ~ for one round. This is modified if the defender has two attacks. An attack causing a quarter of the Beast's hit points reduces the Beast to one attack (a claw); to remove both attacks, a third of the Beast's hit points would have to be lost in damage. From this, I can explain that a single hit of 6 damage would be sufficient to reduce the Beast's combat effectiveness to a claw attack only; a single hit of 8 damage would be enough to stop the Beast from attacking at all (for one round). In this way, several good rounds by a party against a relatively weak defender can quickly end a fight. And this was a weak defender (it has been severely injured in may fights, evidenced by the pool of blood).
Round 1: the party rushes in to engage the Beast |
As is the initial let down, as Embla misses. About that, I feel it is worth mentioning that in no way are any of the die rolls in this combat being policed. The players are quite free to lie; I would have no way of knowing. This is something I used to worry about ~ but I have found players put in this situation to be surprisingly honest ... as the rest of this combat certainly appears to prove.
Round 2: the beast misses and shifts to Embla's left. |
The Beast missed with its claw. I was ready to write it off at that point. The party flowed into the room. Embla and Engelhart attack; Pandred moves around Embla and attacks. Fjall fires his ready crossbow. Everyone missed.
It happens. The Beast was AC 4, the same as a hill giant, which the creature was based upon for combat purposes. The party is only 2nd-3rd level. It takes a 15 to 17 on the dice for the party to hit, depending on the combatant. Still, a 1 in 4 chance was expected and didn't happen.
Round 3: as Embla gets hit, I remove her two hexes away and cover her with a stun icon, to remind the party she loses an attack. |
Now, usually what happens with the hit would be decided by DM's fiat: but I've built some rules for this. The bite causes 11 damage or more, so it creates a wound, which will now cause Embla to lose one hit point of damage per round, until the wound is attended to. Embla is stunned (more than a quarter of her present hit points lost), so she does not attack for next round, AND she is knocked back and away from the combat. Against a man-sized creature, this would be one hex removed; but it is a large creature, more than a thousand pounds, so Embla is knocked back two hexes. I describe it as follows:
DM: It rolls a 13 and hits Embla with its bite (better hope this thing does not roll a critical; all my wolves do triple damage on a critical 20). The bite is a terrifying 2d8 ... and I roll 13 damage. Embla feels the jaws close on her arm and throw her back into 0802 ...
The description isn't, then, just fluff, or me making something up. It is a direct description of how the rules I've designed play out in actual combat.
A stun has various emotional effects on a party. Unlike a simple hit, the loss of the attack by one player causes the party to realize there are real consequences to being hit hard. Often, the simple loss of hit points fails to impress itself upon the player. The number is simply taken off the total store of hit points, the player shrugs and recognizes they've survived the attack and they feel perfectly ready to pick up the die to fight back.
However, with the stun, the player is rendered vulnerable, unable to protect themselves or take any action. The rest of the party is now a combatant down; as with a hockey player in the penalty box, the enemy is now on a power play. Everyone else sees they have to pick up the slack. This is particularly bad when the strongest fighter, the one everyone counts on, is removed from the combat for a round.
Still in the 3rd round, the creature attacks with its claw and rolls a natural 1, fumbling. I roll a d20, to see if the creature breaks its arm, sustaining an injury, which would render one of its claws useless (I would then reduce it's claw attack to every other round, as it still had a good one). I need to roll another natural 1, or fumble, for this to happen. It doesn't. However, the creature does lose it's footing, shifting to Pandred's left (as shown in the image above).
Still Round 3, now showing the party's move after the Beast attacks. |
And again, everyone misses.
This should now be seen as very unlikely. Odds are that 1 in 4 attacks will succeed. The party is zero for 8 at this point. Naturally, this puts the party on edge. Some comments:
Engelhart: I let out a "fuck!", make it a holy one. I'm beginning to see this turning ugly real soon.Lothar: Attack [die]: 9. Bloody freaking 9. Soon to be bloody freaking Lothar. At least it wasn't a 1. Ugh.
And it does get ugly. And so far, I have been forgetting to include a rule in combat play, that I will remember to start implementing in the 4th round ~ incidental damage.
Round 4: as the text explains, the Beast attacks Lothar and Pandred, then falls back one hex, next to Engelhart. Now it is Pandred who is stunned; the others are free to attack afterwards. |
As it fights, it can sense that the ranger Lothar and the fighter Pandred are its most dangerous opponents. They have the most dangerous attacks and are hardest to avoid. Some of their attacks have landed on the Beast's tough hide, but have failed to do any real damage, striking with the flat of the weapon rather than the blade (which is how I choose to describe it ~ the simple truth is that the rules say they miss, so they miss). Because of the danger presented by these two combatants, the Beast chooses to target them.
At the same time, the Beast wants to get into hex 0204, on the far left [the "2" not showing on the image]. This is the best defensive hex. The stones above 0204 would make it hard for a combatant to keep their footing against the Beast, so it could be attacked well only from 0304. However, it doesn't want to go through 0403; this is considered rough ground, would slow the Beast down and the Beast's AC would be lowered as it tried to clamber across. It could simply jump through 0403 and into 0404, but to do so it would have to forsake all attacks for one round, as this would use up all its movement, getting around Lothar. It isn't intelligent enough to make a decision like that; it is aggressive and somewhat dumb: so it decides to go through Lothar. If it can stun Lothar, the ranger will be knocked out of the way and it will be able to go where it wants. So I awarded the bite against the ranger; and the claw I gave to Pandred the fighter.
Before going into how that turned out, I want to explain that the above logic took about two seconds of actual planning and thought. I have fought hundreds and hundreds of combats, and am used to thinking in the combatant's mind in various ways, depending on my own interpretation of the combatant's intelligence, from 0 to 18. I look at the pattern of the room, the combat, the various elements I've created and then go with my instincts, which have been built up from a multiplicity of similar situations I've played out. It is not a time-waster; nor is it based on frivolity. I always have firm, definite reasons why a particular combatant acts the way that it does; kept from the party, unless a member of the party has an ESP or like spell in process.
The bite missed, so the way to 0204 is blocked for this round. The claw rolls a natural 20, causing 10 damage against Pandred. Pandred has 5 hit points, so Pandred is reduced to negative 5 (not dead, yet). There are various rules associated with falling into the negatives; I suggest the reader familiarize themselves with the link provided, so that I can continue on with the events as the unfolded.
Pandred is knocked back one hex from the stun (the claw is not as forceful as the bite that threw Embla back two hexes). The Beast, then, shifts back against the wall, as shown in the image above.
Embla, as said already, loses 1 hit point from bleeding, which always happens on the enemy's turn (like an attack). Then I roll incidental damage. As the link above explains, this is damage caused by the sheer size of the Beast. It may not "hit" with its claw, but the mass behind the attack is enough that even deflecting the blow causes mass-effect damage. The Beast is large enough to cause 1 incidental damage to anything in an adjacent hex; including Pandred, who was hit. In this round, Lothar and Engelhart both take a point of damage.
It is little more than an annoyance ~ at first. It can steadily pile up, however, if a combat stretches out. For my money, all these things (attacks, wounds, incidental damage) serve to give a greater sense that everyone is involved, not just the target of the creature's attacks.
Still Round 4; Pandred passes out while the party is challenged by the ground. |
Lothar misses. Engelhart misses. Embla picks up the axe, throws it ... and hits for six damage (mistakenly adding her strength bonus to make it seven, which momentarily confuses things). This is enough to stop the Beast from attacking with its bite next round; but it still gets a claw attack.
A word or two about Embla's choice not to bind. I've been careful with rules surrounding wounds to ensure there are lots of ways to deal with them, particularly a quick heal like a healing salve or a goodberry. One thing I like about the rule, however, is that it does seem like the 1 hp loss can be ignored, for awhile ... IF it seems more practical to just keep fighting. In my rule system, any sort of heal does require a round (to fish out the healing object and down it, or cast the spell) ~ so it is a choice between attack and defense; except under special circumstances, one has to be sacrificed for the other. The decision here by Embla turns out to be the right one ... but there are terrible consequences for it, as will be seen.
Round 5: Not a good one for the Beast. It seems the party is back in control. |
This, too, is something I like about the system. All it takes is one good hit to drive the enemy back and give a little breathing room. Unlike the original combat system, where fights just go back and forth, like a tennis match, the stun-lock effect keeps changing the ebb and flow of the combat. If I had hit the cleric, Lothar might now be alone, with Engelhart stunned; but I missed, and the two of them can gang up. It is this uncertainty that makes the combat more interesting and far more concerning for the players, even round to round. For example, at this point, it looks like the players are sure to get the upper hand.
After firing in Round 2, it has taken Fjall three rounds to load the heavy crossbow (12 seconds a round). He will fire in Round 6. Once again, Embla chooses not to bind her wound, moving in to fight; to get into a melee position, she's had to climb onto the rocks herself, causing her to suffer a-2 to both attack and armor class. Lothar shifts into Engelhart's place. The cleric drops his maul and draws a warhammer to throw it. Bergthora throws her dagger.
Engelhart hits for 3 damage! It is enough to reduce it to 15 hit points, but not to stun. The party is now 2 for 15 attacks, which is still poor. It is a perfect demonstration of what I've just explained. All at once, the balance of the advantage shifts. The Beast has two attacks; that potential 20-crit with the bite is looming. Embla is still bleeding. All of the sudden, her choice to press the engagement seems very much like the wrong one.
But it is an easy error to get into. The fact that as a combatant you're only going to lose 1 hit point; it seems dismissive, a fully acceptable sacrifice to make, if it means one solid hit right now could end the fight. But it is like a gambler who keeps putting one after another coin into a slot machine. Too soon, all the coins are gone.
Round 6: Lothar and Embla are knocked aside. |
When you're wounded, it is very hard when you're stunned. It means that you're going to take another point of damage before you can do anything about the problem ... and you're vulnerable at the same time, to another attack. Thankfully for Embla, she's spared this.
Instead, the Beast attacks Lothar. Following Embla's earlier attack, my view is that the Beast is angered, now; it is no longer thinking of the best defensive position. Instead, now, it just wants blood. It's bite attack does 7 damage to Lothar, throwing the ranger back into Engelhart's hex. This is similar to medieval ship wargames, where ships pushed together become "fouled." The Beast leaps forward and attacks the hex containing the fouled characters, gaining a bonus; fortunately, the Beast misses with it's second attack. Yet it does a point of incidental damage to Lothar, for good measure.
Still Round 6, as the second rank moves in to take up the fight. |
Feel that tension? This really feels like a battle. I've participated in battles in other campaigns, which feel repetitious and dull. Here, everyone has to think, strategize, figure out the best plan, try to survive. I recognize that quite a number of table-top role-players feel that tactics and strategy have no place in an RPG ... but I don't understand that myself. No one in an actual fight fails to employ a tactic of some kind; I can remember several fist-fights I had as a boy, with which I had a very limited expertise. Even at that, I would try different things; and when grabbed or punched, I would respond the best I could! The fight itself is a mental process ~ and it is irrational to pretend that playing a role as a character able to fight, trained to fight, wouldn't be in a position to make decisions in a fight.
My contention with the naysayers to fight tactics is in two parts: first, that the D&D combat system as originally conceived was certainly lacking. Rolling a die for initiative each round, and waiting for the complete removal of hit points to change the fighting status as a combatant, is not enough to create the kind of uncertain random effects that make a battle ebb and flow back and forth. My second belief is that the naysayers just don't want to deal with it; either because the system as is possesses this flaw, so that resolution is dull, or because the dice rolls themselves defy direct control of the pacing by the DM or players. These are people who have turned to role-playing as an alternative to combat, preferring to make the combats as simple as possible, to get them out of the way.
With the combat system redesigned as I have done, the players aren't bored. They feel desperate; anxious; thrilled; on the edge of their seats. Read the comments section; their sentence structure shortens. They express their frustrations, while at the same time expressing their hopes and fears. They are alive in the moment. Engelhart expresses his wish that Willa were present (unknowing that she is, actually, five rounds away at this point). And as it happens, everyone, Fjall, Bergthora and Engelhart, all miss with their attacks.
The players are 2 hits for 18 rolls. On the internet. With no one to watch their rolls or force them to be honest. I am in awe.
Round 7: the Beast hits, but only a glancing blow at Engelhart. |
That's a break for the party. The Beast remains with its back to the wall; it is cornered. Lothar, with the best chance to hit, can rejoin the fight. And Embla, potentially, could finally fall back and bind wounds. The assassin has bled down to zero hit points. There's a real chance something might happen and she could bleed out.
But Embla's blood is up, too. Instead of bowing out and dealing with the issue, she wants badly to bring the Beast down. That is not necessarily a mistake: it is an emotional response, which is what I want as a DM. The system might be about tactics: but there is enough room in that tactical struggle to allow for simple emotions, as well. That is what makes combat exciting. It is about the characters the players are running, too!
Still Round 7, and the party fights back as best they can. |
But Bergthora rolls and hits with a 19, causing 2 damage. Then Lothar throws a dagger and rolls a 20 critical. By that point, the party is due. Almost. With the chance of causing double damage to the Beast, Lothar rolls a 1 on a d4. The Beast, remember, has 15 hit points, not that the party knows. The first 2 damage is not enough to stun it, but drops it to 13. But the second 2 damage also fails to stun it, dropping it to 11 hit points. Just unbelievable.
Engelhart puts it best:
Engelhart: This party truly has some atrocious luck. By my calculations we'd need 5 damage to stun away the creature's bite attack... two hits later and one of them a crit to boot: 4 measly damage to show for. Damn.Lothar: Damage is damage. We're getting closer at least.
Laconic to the end. The party is facing a TPK, straight up ... and they know it. But there's still hope.
Round 8: Where the Beast was once falling back, now it moves forward to the attack. |
With Bergthora out of its way, the Beast can move forward to attack Lothar with its claw, since the ranger also did damage last round. As it passes Engelhart, it causes a point of incidental damage to the cleric. But it misses Lothar.
Embla bleeds a point of damage, as she slides into the negatives. That is the Beast's whole attack. Bergthora is a set back, but not an excessive one. The party could still mount a strong comeback; remember, the Beast only has 14 hit points left ... a five-point hit would be enough to render it helpless for a round, letting the party finish it off.
Still Round 8, with the remaining combatants dog-piling the Dog Beast. |
Engelhart and Fjall miss. Lothar manages a 2 point hit, dropping the Beast to 9 hit points, still not stunning. Embla, for whom this might be her last chance, misses. Bad, bad, bad.
Bergthora is a hireling and has to make a morale check. She misses the number by 1; not a rout, so she doesn't flee, but she hasn't the nerve to dive in. She staggers to find Fjall's crossbow, so she can begin loading it the next round.
Round 9: the Beast cleans house. Once again, I've forgotten to add stun symbols for Fjall and Lothar ... but we'll remember. |
The bite falls on Lothar, who did damage the round before. The bite causes 11 damage to the ranger, enough to cause another wound; now it is Lothar who is bleeding every round. The ranger is thrown back two hexes and is stunned. The claw lashes out and hits Fjall for just 1 damage; but this is all the hireling has. He staggers back, also stunned. As the image shows, everyone is knocked back, except for Engelhart the cleric. He's alone, back against the wall, as the Beast turns and grins.
This is it. The party is going to die. Willa is just two rounds away. In terms of the dungeon layout, she's just running through the kitchen now, at the top of the stairs shown on the map's right. Probably too far away to do any good. With great sadness, Bergthora tries to load the crossbow, terrified of pushing herself back into the combat (morale failure, remember?). I think at this point, the cleric's description gives a sense of the party's feeling:
Engelhart: Attack Roll: 8.
(Took the care to go and fetch the second d20 that I own, as this campaign has made me nothing if not mildly superstitious; Alas, I seem to be constant across die types, roll surfaces and hours of the day...)
With the leftover AP, I pondered moving in search of higher ground, but this would mean taking Lothar out of strike range once he comes around. Can't have that.
I feel like this fight has clearly turned the corner of being endable without casualties. Sure wouldn't want to be in Embla's shoes...
Throughout this fight, the party has done an excellent job fighting as a team. The dice have been against them; they have taken far more damage than they've delivered; yet they've been able to keep everyone alive up to this point, they've rallied repeatedly to make the best of the situation and now here, above, Engelhart is thinking of where he needs to be to ensure others can help. Notice he isn't telling other players what to do; but rather, he is keeping his messages communicative and supportive, which encourages others to make up their own minds how to interface together. That's praiseworthy. We want this from our players.
With the tenth round, and only Engelhart left, both of the Beast's attacks fall on the cleric. No incidental damage; and the bite misses. But the claw criticals and causes 12 damage ~ another wound ~ and the Beast turns away, leaving the cleric to slump against the wall. It engages Fjall; it has no attacks with, but mere proximity to the Beast's huge body, swinging around, causes 1 point of incidental damage to the hireling. Fjall is stunned again.
Because Fjall doesn't have a level, he won't die at -10 hit points, but at -4. He's at -1 right now. Lothar is at 2 hit points. Engelhart is helpless. Both Lothar and Engelhart are bleeding. Embla is slipping towards death. Bergthora is in her second round of loading the crossbow. Unknown to the party, Willa is still one round from making her arrival known. Things couldn't look worse.
If I were running this game at a table, I would do my best to stretch this moment out. Of course, playing online, the method of play did it for me; but if we were playing in real time, I would take a moment to get myself a cup of coffee, deliberately teasing the despair out. It's possible here that people are going to die; if they are, they need a moment to get used to the idea before it actually happens. I find this is important, for game play. They know they might die; yet they still possess a glimmer of hope. The slower the situation resolves itself for the worst, the more time the Player has to prepare mentally for the final blow.
DMs will, unfortunately, rush the moment, thinking the best way is to get it over with, as soon as possible. That's a mistake. This isn't a band-aid. The faster it happens, the greater the shock will be. That's not good. We don't want to exacerbate the feeling of loss with an additional feeling of shock. So understand: I'm not being cruel, spacing the moment out ... I'm giving human beings a chance to deal.
It's also worth noting that, if the players pull it out, the more keenly they feel the despair at this point, the greater will be the feeling of triumph if they survive.
As it happened, the players did pull it out. Lothar stepped up and hit the beast for 8 damage. This dropped it to only 1 hit point, stunning it completely. While it howled in pain, in round 11, Engelhart staggers forward from the wall and hits it [FINALLY! shouts the cleric] for 6 more damage.
The beast is dead. Just like that. Willa shows up just then and isn't needed.
And that shouldn't surprise us. The beast should have gone down in the second round; it is a miracle that it survived to round 11. But this is how things pan out. Needless to say, the party didn't stick around for the killer frogs, that I had planned for them to fight. They found an exit behind the pile of rocks and fled. No one died. Amazing.