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FORUM
In issue #139's "Forum,"
S. D. Anderson wrote
about a hypothetical battle
in which a single 8thlevel
PC fighter equipped with
bracers of defense
(AC 2), gauntlets of ogre
power, a ring of
protection + 3, a horseman?s
flail + 3, 75 hp,
and a dexterity of 17 defeated
40 5th-level NPC
fighters in chain mail and
armed with scimitars
Each NPC had 32 hp, they
attacked two at a
time, and whenever one dropped,
another took
his place. Eriana the PC
was not allowed multiple
attacks or weapon specialization.
The NPCs are idiots to attack
Eriana two at a
time. The whole situation
seems rigged in her
favor. She may have no specialization
bonus but
neither do her enemies, and
all attacks are
made against her front, where
she can use her
dexterity bonus. In a realistic
campaign, the
monsters aren?t going to
be so kind to her.
According to page 69 of the
Dungeon
Masters
Guide (under the heading
"Number Of Opponents
Per
Figure"), a single man-size figure can
be attacked by six man-size
opponents at once.
Three will attack her from
the front, two from
the flanks, and one from
the rear. Eriana?s -4
armor class takes a nose
dive under these
conditions, to AC -1 from
the flanks and AC 1
from behind. Eriana will
now have to kill 35
NPCs just to keep them from
completely surrounding
her.
Under completely average conditions,
12.5 hp
damage per hit with a 95%
chance of hitting
will take her 94 rounds to
kill all NPCs. The
NPCs? scimitars average 4.5
hp damage per hit.
The NPCs in front of her
have a 5% chance of
hitting, the ones at her
flanks have a 20%
chance, and the one behind
her a 30% chance.
Those helpless, faceless
NPCs, now doing an
average of 3.825 hp damage
per round, will cut
her to ribbons in 20 rounds.
Now it is Eriana
who finishes over an hour
late. We can nudge
the odds back in Eriana?s
favor by giving back
her multiple attacks per
round and by giving
her double specialization
with the horseman?s
flail, but even with two
automatic hits each
round and + 12 hp damage
(average 31 hp per
round), she still needs 36
rounds to kill only 35
of her 40 opponents. Her
effort is heroic, however,
since she takes 19 of her
5th-level opponents
to the grave with her.
The point is that PCs can
be killed when
outnumbered by lower-level
opponents attacking
intelligently, so giving
them poison, five
extra levels, or totally
arbitrary to-hit bonuses is
quite unnecessary. In fact,
the PCs will have to
use their heads or powerful
magic to defeat
such large groups. In the
above example, Eriana
will win this bout if she
can put her back to a
corner, but she will still
take 24 hp damage.
The above is still a contrived
example. Fighters
of 5th-level are rare, or
at least they should
be. Suppose Eriana, armed
as above, is fighting
a small army of orcs armed
with broad swords
(averaging 5 hp damage on
a hit). She can automatically
kill two orcs per round.
The three
orcs in front of her inflict
an average of
(.05 x 5 x 3) = .75 hp damage
each round. The
two at her flanks deliver
(.05 x 5 x 2) = .50 hp
damage per round. The one
behind her inflicts
(0.15 x 5 x 1) = .75 hp damage
per round. That?s
a total of 2 hp damage inflicted
on Eriana per
round. It will take the orcs
38 rounds to kill her
at that rate. Before she
dies, Eriana will kill 76
orcs. Impressive, but I wouldn?t
single-handedly
take on the orcish invasion
force if I were her.
Ted Collins
Johnson City TN
(Dragon
#150)
This letter is a response
to S. D. Anderson?s
letter on Eriana in DRAGON
issue #139. In my
campaign, I have introduced
a combat modifier
to deal with situations such
as the one that he
describes. Whenever a character
(PC or NPC) is
outnumbered by opponents
engaged in hand-tohand
combat with him, the following
adjustments
are made:
1. The outnumbered character
suffers a -1
penalty to his armor class
for every extra opponent
that he is fighting; and
2. The opponents gain + 1
bonuses to their
armor classes equal to the
above penalty.
Thus a character outnumbered
3 to 1 would
suffer a -2 penalty to his
armor class, while his
opponents would gain + 2
bonuses to their
armor classes.
The logic behind this modifier
is that a character
cannot concentrate upon multiple
opponents
as well as he can upon a
single opponent; dodging
one attack may inadvertantly
leave him
more exposed to another attack.
Due to this
factor, a character must
concentrate more upon
defense than on attack, so
his opponents? armor
classes improve.
Using this modifier in the
combat between
Eriana and the NPCs produces
some interesting
results. Eriana is outnumbered
two to one (since
only two of the NPCs are
attacking her at any
one time). Her armor class
becomes -3, while
that of the NPCs becomes
4. She now hits them
only 90% of the time and
so requires 134
rounds to finish them all.
The NPCs now hit her
10% of the time and can kill
her in 85 rounds.
Even factoring in Eriana?s
three attacks every
two rounds still requires
89 rounds for her to
win. Close, but the NPCs
would still be favored.
As far as specialization is
concerned, remember
that it is a two-way street;
the NPCs could
also be specialized. Assuming
that Eriana is
double-specialized with her
flail, she is gaining
two attacks per round as
well as + 3 to hit and
damage. She can now kill
an NPC every round
(approximately) and thereby
needs 40 rounds to
finish them all. Give the
NPCs single specialization
with their scimitars. They
now have three
attacks every two rounds
and gain + 1 to hit
and +2 on damage. Using these
numbers (and
the outnumbering modifier),
they would kill her
in about 27 rounds. Not even
close.
In either of these cases,
if the NPCs can surround
her with more than two opponents
(up to
six man-size attackers can
attack a single mansize
figure), it would be over
more quickly.
There are other tactics available
to the NPCs,
especially using the weaponless
and nonlethal
combat
systems as described in Unearthed
Arcana. If the NPCs
try to grapple Eriana, they
gain a + 2 to hit until she
can break the hold. If
they try to overbear her,
they gain a + 1 bonus
to hit; should they succeed,
she will be on the
ground with a -2 to hit and
a + 4 to be hit (she
should also lose her dexterity
bonus). The NPCs
could use this opportunity
to bring more of
their companions into the
battle with the attendant
outnumbering results. Finally,
they
could attempt to disarm her
with their normal
chances to hit. Any hit by
an NPC would require
Eriana to roll an 8 or better
(her save vs. petrification
or lose her grip on her weapon.
Without
a weapon, she would not last
long.
One further factor to remember
is fatigue.
While Eriana?s opponents
are replaced by fresh
men as the fight goes on,
she does not get any
rest. In the original example
in issue #139, she
fights for over two hours
without any breaks.
According to the Dungeoneer's
Survival Guide
(page 21), she would have
to roll against her
constitution after the first
hour and again after
50 minutes if she makes this
first check. If she
fails either check, she becomes
fatigued
and
loses two points on every
stat and suffers a
further - 2 penalty on all
to-hit and damage
rolls and saving throws.
Furthermore, if she
continues to fight while
fatigued, she must roll
against her revised constitution
every 10 minutes
to avoid exhaustion and subsequent
doubling
of these penalties.
Ultimately, the fact remains
that fighters
(indeed higher-level characters
in general) can
defeat an incredible number
of opponents with
virtually no chance of losing.
The very fact that
we can calculate the probable
outcome of a
combat ensures that this
is the case. The problem
is that there really isn?t
any random factor.
The to-hit and damage rolls
are random, but
they do not allow for the
possibility that an
inferior opponent will get
lucky and deal out a
telling blow. As it stands,
an orc would have to
roll 20s every time in order
to defeat even a
mid-level opponent with a
decent selection of
magical items (and that opponent
would have to
roll 1s). Such luck is not
even worth considering.
This detracts from the game,
for after a
while you wonder why bother
running a combat
when the outcome is so one-sided.
The problem seems to stem
from the huge
number of hit points the
average character has
and from the fact that, in
the AD&D® game, a
character is either functioning
fine with no
problems (as long as he has
at least 1 hp) or he
is dead (or unconscious for
more generous
DMs). There is no point between
these two
poles. While this does allow
for a simple, fast
combat system, it does lead
inexorably to the
problems described by S.
D. Anderson. While it
is possible to make a few
alterations to the
system, ultimately, it needs
an overhaul.
Stephen Jorgensen
Truro, Nova Scotia
(Dragon
#150)
I am writing in response
to S. D. Anderson's
letter in issue #139.
First of all, let's look at how
this situation would really
turn out.
Eriana of Belargn, a powerful
but not-so-wise
adventurer, passes the castle
of the evil Lord
Badguy. A patrol of Lord
Badguy?s elite henchmen
(40 in all) sees her. Eriana
uses her wisdom
of 4 and decides to attack
the henchmen. There
would be no rules for this
bout. In the AD&D
game, combat happens in the
dungeon or wilderness,
not in a ring. To recreate
this fight
properly, we must consider
several things.
First, let?s give back Eriana's
3/2 attack rate.
We?ll use the rules from
the 1st Edition Players
Handbook and the 1st
Edition DMG, so forget
about weapon specialization
for now.
Second, consider the experience
of the faceless
NPCs; this is where things
really start to go
wrong. Do you think these
people got the
18,000 + xp of 5th-level
fighters by guarding a
castle? Come on! My bet is
that many of these
fighters were retainers or
former adventurers.
If Eriana is of 8th level
and has bracers of
defense (AC 2), gauntlets
of ogre power, a ring
of protection + 3, and a
horseman?s flail + 3,
you might think that someone
only three levels
lower might have at least
one magical item.
Also, who says that these
fighters have no tohit
or damage bonuses? These
people are 5thlevel
fighters, not peasants! I
bet that many of
them have strengths that
produce to-hit or
damage bonuses.
And finally, who says the
NPCs can only face
Eriana two at a time? If
Eriana is in a dungeon
or the wilderness, 40 NPCs
could swamp her.
They can attack from the
front, sides, and rear.
Assuming 10 NPCs could get
at her at once,
that?s 10 attacks per round.
Compared to
Eriana?s previous 3/2 attack
rate, I would now
say she is in trouble.
Now we?ll run this combat
again, using most
of the calculations used
by S. D. Anderson.
Eriana needs 127 swings to
kill all the NPCs.
With her 3/2 attack, rate
it will still take her 84
rounds to kill all of our
faceless NPCs. One NPC
needs 340 swings to get the
17 hits he will need
to kill Eriana. But now with
10 NPCs facing her
at once, they need only 34
rounds to take her
down!
Low and behold! Before Eriana
can kill half of
our NPC friends, she is dead!
And this is without
giving some of the NPCs magic
items, strength
bonuses, bonuses from attacking
from behind,
etc., etc. Not even giving
Eriana weapon specialization
can save her this time.
What?s the moral of this story,
Eriana? The
next time you foolishly attack
40 NPCs, bring
along the rest of your party.
Then maybe it will
be a fair fight.
Tom Foottit
Kanata, Ontario
(Dragon
#150)
In my
original letter about Eriana and the 40
NPCs,
I noted that if they could rush her, the
fight
would quickly end. Ted Collins and Tom
Foottit
in issue #150 went to great lengths to
demonstrate
that assessment was correct. Yes, if
they
all attacked at once she'd die, and if the last
one
in had an Atchisson assault rifle, the first 39
would
go with her.
What
the scenario was supposed to do was to
point
out how several minor magical items used
in
conjunction made a character who was not
that
much better than any of the NPCs described
(three
extra levels, one stat high enough
to
give a bonus, and better than twice the hit
points)
virtually invincible.
In fact,
the scenario was based on a game I
DMed
in which a halfling fighter PC was slaughtering
7th-level
guards right and left. The module
was
RS1 The Unconquered, so the situation
was
not that contrived.
The
fact is that in a party melee situation
against
a horde of NPC warriors, the typical
melee
combat character continuously faces two
or
three NPCs at a time. If the party is not being
overwhelmed,
the PC in trouble gets help from
another
member who isn?t in trouble.
Describing
a party vs. horde scenario would
have
taken much more space and had greater
complications.
A way to keep the PC fighting the
proper
number of foes had to be developed.
The
arena/boxing ring fit the bill perfectly.
For
the sake of Mr. Foottit, there are a number
of
places where in ?real life? 40 NPCs might
have
to fight no more than two at a time: on a
bridge,
a narrow corridor in a dungeon, at a
small
breach in a castle wall, or in an equally
narrow
pass.
Mr.
Foottit would lose his bet about the NPCs
having
magical items. PCs are a special case,
defined
as being the most aggressive characters
around
and thus hired to do the dirty jobs. An
NPC
fighter who reached 9th level largely by
fighting
humans might well prefer not to deal
with
mystical monsters; thus he hires the PCs.
High-risk
jobs generally require incentives to get
people
to undertake them. The soldier who
fights
in wars and defends castles will acquire
experience
points but not the sorts of treasures
adventurers
do.
The
most honestly played and DMed characters
will
end up with far more money and magic
at
any level than the tables for equipping highlevel
characters
will grant. It?s not that unusual
to
find so large a difference between the items
Eriana
had and the items the NPCs lacked.
Mr.
Foottit asks, ?Who says that these fighters
have
no to-hit or damage bonuses?? and ?Who
says
that the NPCs can only face Eriana two at a
time??
Well, I say. I designed the scenario, and
one
of the perks of that job is that I get to say
what
this or that character has or lacks. For the
record,
the 40 NPCs have?excuse me, had?no
statistic
bonuses or magical items, and had to
attack
her two at a time.
Now,
unfortunately, I have to deal with
Stephen
Jorgensen?s letter, and it?s hard to argue
with
a man who is essentially correct. I?d probably
start
the penalties he suggests with the third
foe,
not the second, keeping in mind the philosophy
found
in the ?cinematic combat? option
found
in Steve Jackson Games? GURPS® rules.
He?s
quite correct about what would occur if
all
the NPCs were specialized or better with
their
weapons, something I didn?t think of until
a day
or so after I mailed my letter.
The
only other point is a double quibble: The
fatigue
rules from the Dungeoneer's Survival
Guide
are optional, but any stat losses are not
going
to affect her to-hit and damage scores, as
they
have no effect on the gauntlets of ogre
power
she wears. As long as she wears them,
her
strength is 18/00. However, her dexterity
would
drop if she failed the constitution checks,
making
her easier to be hit.
Jorgensen?s
comments on the inherent problems
of
having ?normal? characters who can
absorb
more damage than a storm giant are to
the
point. One suggestion here is to define luck/
skill
hit points by level or hit die. A character
loses
luck/skill hit points first, up to his level of
damage
per blow. Using Eriana as an example,
she
could take up to 8 hp per blow as luck or
skill
damage and any additional damage as
?body?
damage. Body hit points would be defined
as
the characters 1st-level hp. Thus, one
good
blow could incapacitate Eriana (remaining
luck
points keep her alive until or unless she is
healed
or slain while helpless) though this is
beyond
the 1-8 range the NPCs could have done.
Lastly,
I?d like to comment on Bill McCullough
?s
letter in issue #150. I?ve dealt with
power
gamers coming into my campaign a few
times.
Unless one of these guys is supplying the
place
where you game and you must have him
in
the game to play at all, let those who can?t
play
by your style play elsewhere. After a few
weeks,
they will either slip back, playing characters
you
can handle, or form a rival powergamer
campaign.
Unless all the local players are
god-character
junkies, you will end up with a
campaign
that has a core of solid, dependable
players.
From that, you can build up a sizable
game
as the months pass.
I can
virtually promise you if you try to play a
style
you hate, your game world will come
down
around your ears.
S. D.
Anderson
Whittier
CA
(Dragon #155)