Post by Finarvyn on Apr 14, 2012 5:06:54 GMT -6
I've been re-reading Burroughs' Barsoom series, and it's amazing how often the greatest swordsman in two worlds gets captured and tossed into the pits.
Then I recalled this from the combat portion of the OD&D FAQ (from an early edition of Strategic Review):
It occurs to me that I rarely ever use this. Basically, my players see something in the dungeon and they kill it. Likewise, when something in the dungeon sees them it tries to kill them.
I used to use grapples like this long ago and I suspect that I'm missing something with my current players that could add a spark of excitement to my campaign, particlularly if I decide to run a Barsoom style game.
To remind folks how the rule works:I guess there is an implied question in this post, so I'll ask it outright: Do folks have masses of monsters (orcs, martians, picts, whatever) try to capture characters this way instead of slay them? Is this a rule that everyone uses but me?
Then I recalled this from the combat portion of the OD&D FAQ (from an early edition of Strategic Review):
As they outnumber their opponent so heavily it is likely that they will try to overpower him rather than kill, so each hit they score will be counted as attempts to grapple the Hero
I used to use grapples like this long ago and I suspect that I'm missing something with my current players that could add a spark of excitement to my campaign, particlularly if I decide to run a Barsoom style game.
To remind folks how the rule works:
10 orcs surprise a lone Hero wandering lost in the dungeons, but the die check reveals they are 30’ distant at the time of surprise, so they use their initiative to close to melee distance. Initiative is now checked. The Hero scores a 3, plus 1 for his high dexterity, so it is counted 4. The orcs score 6, and even a minus 1 for their lack of dexterity (optional) still allows them first attack. As they outnumber their opponent so heavily it is likely that they will try to overpower him rather than kill, so each hit they score will be counted as attempts to grapple the Hero:
- Assumed armor of the Hero: Chainmail & Shield – AC 4.
- Score required to hit AC 4 – 1 (by monsters with 1 hit die).
- Only 5 Orcs can attack, as they haven’t had time to surround.
Assume the following dice scores for the Orcs attacks:
Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.
Two of the orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them.
- Round 2: initiative goes to the Hero.
- Score required to hit Orcs – 11 (4th level fighter vs. AC 6).
Assume the following dice score by the Hero. Note that he is allowed one attack for each of his combat levels as the ratio of one orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.
Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8 orcs which can be possibly hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes 1 damage point and is able to fight.
- All 7 surviving/non-stunned orcs are now able to attack.
Continued attempts to overpower the Hero are assumed, and no less than 4 Orcs are able to attack the Hero from positions where his shield cannot be brought into play, so his AC is there considered 5, and those Orcs which attack from behind add +2 to their hit dice. In the case it is quite likely that the Orcs will capture the Hero.
- Assumed armor of the Hero: Chainmail & Shield – AC 4.
- Score required to hit AC 4 – 1 (by monsters with 1 hit die).
- Only 5 Orcs can attack, as they haven’t had time to surround.
Assume the following dice scores for the Orcs attacks:
Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.
Two of the orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them.
- Round 2: initiative goes to the Hero.
- Score required to hit Orcs – 11 (4th level fighter vs. AC 6).
Assume the following dice score by the Hero. Note that he is allowed one attack for each of his combat levels as the ratio of one orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.
Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8 orcs which can be possibly hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes 1 damage point and is able to fight.
- All 7 surviving/non-stunned orcs are now able to attack.
Continued attempts to overpower the Hero are assumed, and no less than 4 Orcs are able to attack the Hero from positions where his shield cannot be brought into play, so his AC is there considered 5, and those Orcs which attack from behind add +2 to their hit dice. In the case it is quite likely that the Orcs will capture the Hero.