No plan survives getting hit in the face. How does that work in Mythic Bastionland?
PLAY
Tal and Moss have decided to stand and fight against a
Warband of raiders from a belligerent neighbouring realm. They’ve already taken
a little damage from arrow fire.
Ref: Okay, now it’s the Warband’s turn. As you’re both
individual combatants, they get +d10 and gain Blast, attacking both of you.
Ref rolls d6 and d10 for each target, taking the highest
single die against each. The dice against Tal are 4 and 8, the dice against
Moss 6 and 6.
Ref: The horde of attackers surge onto you both as you try
to stand firm, spears and axes coming from all directions. Tal is looking at 8
damage, and Moss 6. Actually, with your armour we can knock that down to 7 and
5 respectively.
Tal: I’ll stand as firm as I can, using Endure to
remove the 8 rolled.
Ref: Sure, so you gain Ache from the exhaustion but
manage to deflect the worst blows away. That leaves the roll of 4, down to 3
with your armour.
Tal: Wait, can I use Endure twice? I have two Burdens
now.
Ref: Yeah you can, but remember at 3 Burdens you become
Exposed, so you’d go down to 0gd and couldn’t use more Feats.
Tal: Right, let’s not do that then.
Ref: So you’ve got 3 damage coming in against 2gd and 11
VIG. With your Guard depleted you’re wounded, losing 1 VIG. One spear strikes
just well enough to draw blood. Meanwhile, Moss, you’re also on two Burdens,
but using Endure once won’t actually help. You’re on 2gd and 6 VIG,
right?
Moss: Yeah…
Ref: 5 Damage means 2 to your gd and the remaining 3 off your
VIG. As you’ve lost half of your VIG in one go that means a Mortal Wound. Moss
is overwhelmed by the Warband, kicked to the ground, an axe buried in their
gut. They’ll die if left untended, and I wouldn’t expect mercy from these
raiders. What’s the plan?
THOUGHTS
Keeping your Knight alive involves managing a few different
resources. Armour and Guard are the first lines of defence, with Vigour and Burdens
(usually taken from using Endure) as more precious resources.
The Referee has to balance keeping the players are aware of
these while also indulging their senses in the description of the actual
battle. Too much focus on numbers and resources and it becomes just a dice
game, too little and you risk the players not being able to make informed
choices on how to proceed with the fight.
Ref strikes a decent balance here, but as I’m writing this
for an example of play, there’s perhaps more explicit explanation of the
numbers than I would expect at the table.
As a general procedure I describe what the attacker is
doing, roll their dice out in the open, give a chance for the Knights to use Endure
or other feats to modify those dice, and then tell the player how much
damage they’ve taken.
The player can then report back whether the attack caused a
Wound (VIG loss) or Mortal Wound (half of current VIG lost), and I can describe
the attack and its impact accordingly, shifting the focus back to what’s
actually happening to the characters.
As players get more experienced they’ll feel more confident
weighing up their options when faced with damage. The dilemma faced by Tal here
is a good example. They could have used Endure a second time to prevent damage
altogether, so going down to 0gd would actually be a slightly better position
than where they ended up here.
Still, that extra Burden would linger after the combat is
finished, leaving them effectively on 0gd until they can relieve at least one
Burden somehow.
More urgently, keeping that final Burden slot free might
allow a use of Endure later on in this combat, perhaps to prevent taking
a Mortal Wound themselves, or could be used to attack with a Frenzy, being more
effective against the enemy warband.
Still, I’m not optimistic about their chances in this
situation. Perhaps a chance to consider whether surrender is Knightly.
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Art by Midjourney
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