Combat in Mythic
Bastionland is already a bit more involved than ITO or EB, but I also
wanted to offer some guidance on making combat interesting. Here's the
Oddpocrypha on the matter.
PLAY
Tal and Moss are launching an attack against 3
Scholar-Knights of the Order, vengeance for their attacks on the Realm.
Ref: So you’re charging in full-pelt?
Moss: Yeah, should we focus on one of them?
Tal: Okay, I’ll send my Raven out to attack another.
They roll their attacks, wounding the Scholar-Knight that
they charge, and the Raven scores an Onslaught, dismounting another. The Order
fight back, doing some damage but no wounds yet.
Ref: Okay, the Scholar-Knights bark orders at each other.
It’s not clear who’s in charge. Still, the two on horseback dismount and form a
close formation with the other, pulling their shields up into a
shieldwall.
Tal: Right. I mean they were already hard to damage, I feel
like we shouldn’t just dive straight in.
Moss: Yeah you’re right. Is there a way we can break up
their formation?
Tal: That one we spoke to before was particularly proud of
their horse, right? How about if we try to spook the horses away, they might
break away to stop us.
Moss: Sure, let’s try it.
Ref: So what are you doing exactly?
Tal: I don’t want to hurt the horses, but I’ll give them a
whack with the flat side of my hammer, scream at them I guess. Shoo!
Ref: Okay I guess the horses will definitely break away if
you do that, but let’s see if the Scholar-Knights break their formation.
Ref rolls a GRA Save for the Scholar Knights, so
describes one of them running for the horses, breaking the Shield Wall.
Moss: Great, I’ll attack the Knight we damaged last turn now
that the shieldwall’s broken. Actually, I’ll use Smite to make sure we put them
down.
THOUGHTS
Dynamic combat is the idea that a combat should change with
each passing round, rather than being a war of attrition. This doesn’t have to
apply to every combat, some are simple and end too quickly to have much of an
arc, but it’s especially useful to consider for longer, more significant
fights.
Here we see just two rounds of combat, but there’s already a
narrative forming. Round 1 is the charge, Round 2 is the shieldwall followed by
breaking it up, and on Round 3 Ref could introduce a new factor such as
environmental change or new enemy tactic.
Even just having the enemy show a changing attitude to the
fight can work here, showing how they’re feeling about their chances of
survival.
A missed opportunity here is that we don’t see Ref describe
the location of the attack. For all we know it’s happening in a generic
featureless field. While the players were creative enough to use the dismounted
enemies’ steeds against them, this creativity could have been encouraged
through including other tactical hooks on the battlefield. These can be
mundane, such as describing especially thick woodland, boggy ground, or a
nearby waterfall. For more unusual features rolling a prompt can be helpful.
This could see the combat happening amidst a roaring fire, in a dim
rat-infested cave, or among choking vines hanging from the rafters of an
abandoned barn.
It’s great if these environments carry mechanical weight, or
offer tactical opportunities, but sometimes even just the change of flavour is
enough to make things interesting.
Another good element to introduce is a time limit. Perhaps they had word that the Scholar-knights were meeting with more of their Order, so reinforcements were expected in an uncertain number of rounds.
----------------------------------------------------------------------------------
This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Great advice as usual! I would have probably ruled that a military trained horse wouldn't be automatically spooked. However the owner would definitely go after it.
ReplyDelete