Much has been discussed about the ease or deadliness of combat in Mythic Bastionland and I think the following can all be true at the same time.
Combat is fast and brutal and a well-prepared group of Knights can be pretty devastating. I like having a high damage output and it fits my pursuit of decisive combat.
Using a Gambit to impair an enemy attack can lead to a sort of “stun lock” situation, where the fast combat also becomes quite a safe-feeling combat, which isn’t something I want to happen in every case.
This problem is especially prevalent in groups of four or more Knights, as while damage has diminishing returns from multiple attackers, those larger groups will gain progressively more dice to spend on Gambits without any real restriction.
So if you’re playing with a larger group of Knights and want to avoid this situation, there are a few optional levers you can pull on in isolation or combination with each other.
I've tried to avoid big blunt rule changes, so these are intended to be a more gentle retooling of what's already there.
Lever 1 - No Gambit Stacking
For Gambits other than Bolster, each enemy may only be the target of a specific type of gambit once per turn.
In effect, if they pass their Save to resist a particular type of Gambit they cannot be the target of that gambit type again this turn.
For example: Two Knights roll attack dice of 8, 5, 4, 1. They spend the 5 to attempt to Impair the enemy’s weapon, but the enemy passes their VIG Save. Now they cannot attempt another “impair their weapon” gambit against the target this turn, even if they wanted to use the 8 as a Strong Gambit.
Lever 2 - Resistant Natural Weapons
Natural weapons such as claws, tramples, and bites, cannot be Impaired by the “impair their weapon” gambit. A Strong Gambit can apply the “greater effect” option to attempt this, but the target receives a Save as normal.
Note that this goes against the example on the Gambit page of the Oddpocrypha.
Lever 3 - Secondary Attacks for Big Enemies
A lot of the “solo enemies” in the book have multiple attacks, so if you impair the Wyvern’s “Bite and Throw” attack then it can still use its “Sting” attack at full strength.
A few don’t, such as the Spider which only has a “bite” attack, so is left vulnerable if this is impaired.
If your Myth has a big monster like this that’s likely to be fighting a group of Knights on its own I’d recommend giving them a secondary attack of some sort. If in doubt then a classic d8 slam can represent them throwing their weight at the enemy. Just make sure this is weaker than their main attack.
Lever 4 - Uncertain Initiative
Shift the “Surprise” rules slightly so that for a standard combat, where both sides start aware of each other, players must pass a CLA Save or miss the first turn. Those that pass then act first as normal. This means for an average group of Knights only half of them are going to act on the first turn, tempering the power of that first onslaught.
If the players truly have the drop on their enemy then they all act first as normal. Likewise, if the players are ambushed then the enemy attack first.
Playtest Notes
I’m going to try applying all of these to my next game.
I’ll add some notes here after I’ve tested these out a bit.
1 and 3 is how I'd interpret the rules as written, to be honest. In the example, if the player choose to use the 8 for damage and the 5 for impair, they definitely commit to that decision the moment the save is rolled. Could they use the 4 for another impair (but only before rolling the save, in any case)? I'd say no, a single impair makes more sense to me, and it's faster (no multiple saves for the same thing).
ReplyDeleteI like the more symmetrical initiative. That, or what I often end up doing anyway, which is "whatever makes more sense in the fiction".
Hello Chris, I'm a new fan coming in via Quinn's video. A question related to combat I've had as I'm reading through the book is; how do you run non-Myth related combatants? Do you make up the stats on the fly, grab a random stat block from an inactive Myth, or do you try to avoid non-Myth related fights altogether?
ReplyDeleteI did see your post about converting 5e monsters, but I worry that might take awhile to parse out on the fly. Thanks!
Hi! I'm not Chris, but I am running Mythic Bastionland.
DeleteI would encourage you to have encounters outside of those in myths, but not too many (no random d4 pack of wolves every other hex).
Generally, I try to design these in advance. This can be done very quickly since stat blocks in this game are so simple. For example, if I'm coming up with a Site (mini-dungeon) for one of the Landmarks (like a Ruin), I'll often try to include some sort of creature or enemy that roams the site, which I can prepare in advance. Another example could be that I know the lord of a Holding has a dark secret to protect, and she'll send her deadly assassin after anyone that finds out.
I'll then usually go through the myths to see if anything similair to it exists, if so I could use those stats. Otherwise, I find something that I feel is in the same range and tweak from there.
For example, I'm developing an abandoned overgrown graveyard as a Ruins site, and decide that several unrestful dead roam the graveyard, classic skeletons feverishly looking for the knight that wrongfully killed them. I find a suitable stat block in the Dead myth (mocking bones), but I choose to say that sunlight hurts them, rather than running water.
If you're really worried, it might also be good to create a couple quick stat-blocks in advance for general things that you feel the company might run into, like trained fighters, angry peasants, or enemy knights.
Good luck!
I really like the idea of an attack that requires a strong gambit to be impaired, and it could even apply to certain weapons, making them more powerful than others (at some cost). It could be an actual weapon “tag”, like “heavy”.
ReplyDelete