I currently have, on my bookshelf, two books by Keith Amman: The Monsters Know What They're Doing, and How to Defend Your Lair. They sell themselves as tactical guides for the DM (as both are most definitely written with D&D 5e in mind), for individual monster combats and the task of building and defending a home base, respectively. Right up my alley, I thought - as would anyone that reads this blog - but while the books were enjoyable enough reads in and of themselves, I found them far too specific.
The first, titled after the author's blog, concerns itself with picking apart the individual stat blocks found in the 5e Monster Manual, using them to construct playable tactical advice for the GM. (If this sounds like a lot of work for the average 5e DM, you would not be surprised to learn that the foreword reveals that Amman cut his teeth on GURPS, only agreeing to run a 5e game at his wife's request on behalf of her co-workers - a conversation all GURPS GMs have had.) This isn't a trivial task by any means, especially as many of the stat blocks aren't especially internally consistent, and many of the abilities are hard to use in combat or actively unhelpful. Indeed, I suspect that Amman put more effort into justifying these monster abilities than the authors of the Monster Manual did, and I'm by no means trying to put the man down. It just wasn't quite what I was searching for.
What I was searching for - as are many GMs, I imagine - was generic advice. The D&D combat system blurs out many of the identifiable combat tactics that we see in real life, on occasion reintroducing them as feats (such as Battlemasters have available) or animal traits (such as Pack Tactics). This leads to a very undifferentiated "core" combat experience, which teaches some odd habits. Carrying these over to GURPS, or other similarly tactical games, can lead to absurd results - frequent misses, combats that end within a second or two, wolves diving onto the party's blades face-first. This essay is for GURPS GMs (or anyone running a tactical system) who want their monsters to behave like thinking beings rather than XP dispensers.
But first! An aside to clarify the scope of my thesis. Enemies (shorthand here for any entity in the game world that might plausibly engage the PCs in combat) can be categorised in any number of ways, but for our purposes, the primary distinction is between irrational and rational.
The former, of course, are far more intuitive to play: simply Move until you're in range, then All-Out Attack until one of you is dead. This suits zombies, or berserkers; they might exist naturally as roving hordes, or be summoned, directed or whipped up into a frenzy by a smarter enemy that's using them as a weapon against the party, but the main identifying feature is that their lives (or unlives, more likely) are already forfeit. They're like bomb squigs in Dawn of War or flaming pigs in Total War: Rome, the equivalent of a guided missile. There are intelligent and unintelligent ways to use irrational enemies, but as a GM your only real choices are around the environment: combat conditions, such as darkness and terrain effects, and chokepoints the players can use to limit their exposure.
Hordes of irrational enemies can be fun in moderation, but a rookie mistake is treating all enemies like them - just taking Attack manoeuvres instead of All-Out Attacks. Yes, this technically gives the enemy a chance to defend, but not meaningfully, especially against a party that outguns them, which is usually the case. This brings us to the main point of this essay: how to play rational enemies.
Rational foes - and this doesn't exclude wild animals, most monsters, or even fanatical cultists - do care about their own lives, even if only in the abstract as objects of value to someone else. A cult initiate or worker bee is willing to give their life for the cause, but certainly won't do so preferentially. The trade needs to be worth it. Other foes, like predators, bandits, or town guards, are fundamentally fighting for personal gain. They are prepared for the possibility of death, but they'll only die as the result of a cost/benefit miscalculation, or simple bad luck. If they think their attack is likely to fail, they won't do it in the first place!
This is all a long-winded way to get to the fundamental point that rational foes won't fight fair. They will back down from bad odds and stack the deck in their favour as much as possible. Intelligent foes can do so in unpredictable ways, but even animals (especially animals!) have suffered under eons of natural selection ruthlessly culling the poor sods that picked their fights wrong. They'll use every advantage they have over their prey, and that's what these rules are for. Think of them as guidelines, similar to my treatise on dungeon rooms: general principles that inform how your game evolves.
The Rules
Part 1: Before Combat Starts
Rule #1: Strength in Numbers
Rule #2: Location, Location, Location
Rule #3: Pick Your Targets
Rule #4: Tilt the Table
Rule #5: Sneak Attack
Rule #6: The Thirty-Sixth Stratagem
Part 2: When Combat Begins
Rule #7: Move with Purpose
Instead, move at half speed. The wolves can move 5 spaces with an All-Out Defence (Increased Dodge) or an All-Out Attack, so aim to be that distance away within the first turn but as far from each other as possible so as to encircle the opponent.
This is clearly an idealised scenario (as the many permutations of the defender's response alone would take far too much space to describe, let alone his allies'), but demonstrates the concept. The centre attacker has the most risk here, so all other things being equal, he should be the most dangerous. This encourages the target to focus on him, making the flankers' jobs easier. If you're lucky, your target might even step towards him after turn 2, making a back attack easier to achieve.
Rule #8: Focus Fire
- The wolf on the target's weapon side should attack first. This is the first and best defence, so removing any Defence Bonus from a shield is important. As mentioned above, a grapple (or an equivalent bite) here is ideal to penalise further defences and prevent retreating or turning.
- The wolf on the shield side hex should attack second. This is less likely to succeed than the first, but the target either can't parry (because his weapon is on the other side) or suffers a repeated-parry penalty (if he used his retreat to turn towards the second attackers).
- Finally, the central wolf should attack. Despite being in front of the target, he's now burnt through his Block and his Parry is heavily penalised. He's left with Dodge, which is usually lower than Block or Parry and doesn't risk harm to the attacker.
Rule #9: Commit to the Bit: In Defence of the All-Out Attack
- When moving into melee, you should remain outside of weapon range until you are ready to strike. This probably means that you can't reach your foe with a step (unless they come to you, which is beneficial in other ways), so an All-Out Attack can really help close the gap.
- The average soldier as described above taking a All-Out Attack (Determined) for +4 to skill is almost guaranteed to be on target, preventing wasted turns, and maximises his critical hit range, allowing no defence on a 1-6 (or a 10% chance). With a couple of buddies, the chance that at least one of them will land a critical hit goes up to almost 30%!
- You are restricted by combat time. Each turn this guy stays standing is another turn that your allies risk combat against foes that might outmatch them. The in-character psychological pressure to make a risky attack is very real.
- Weapon techniques that attack and defend in the same motion are unintuitive in real life (hence the low chance to do both in GURPS, as described above), and barring dwarven weapons, are impossible with many popular militia weapons such as axes, maces, mauls and heavy spears. Make a virtue of necessity by putting your all into the attack.
- Combat in GURPS tends to run long: the attack/defence system means that many turns can be spent on missed attacks and successful defences. This is unsatisfying, boring, and simply doesn't feel real. Fodder using an All-Out Attack means either they do something or bow out early. It means they don't need unrealistic skill levels to be threatening, saves game time and GM brain-space, and makes fights both lethal and rewarding for players. Assuming they survive the initial assault, they get to practice fun techniques on helpless goons without slowing the game to a crawl.
Rule #10: Tactical Flexibility
| Distance moved backwards for most combatant Move scores. |
In short, you'll almost always cover more distance with a Move, as you'd expect, but at Move 6 and below you might as well take a manoeuvre that allows a step if you want the defence bonus.
Rule #0: Lose a Little Bit
For all the rules above, remember that the goals of the GM, and the varied goals of the equally varied monsters and marauders that populate his world, are not entirely in alignment. They want to win; the GM wants to run a fun game (we must assume). Make sure that the player characters have at least a chance to get out of these situations. A sufficiently advanced bandit ambush is indistinguishable from rocks fall, everyone dies. So, some tactical slips to give your players a fighting chance:
- Always roll the enemies' Stealth, Camouflage and Traps. This encourages the players to scout ahead to formulate a plan.
- Use enemies' Observation and Tactics skills to make decisions, and make their intentions clear using the players' Tactics skills. Don't make identifying the parties' weaknesses automatic (unless it's really, really obvious).
- Even if the plan is perfect, the execution might not be. Under-trained and over-enthusiastic levies and thugs might not have the discipline to wait for their friends to surround a target before engaging. Similarly, archers might not be able to tell if a foe is dead or just dropped to the ground and change targets prematurely.
- In the heat of battle, enemies might forget the traps they've placed. Avoiding a trap you know about is only automatic if you're not under duress; when running away or in combat, you have to roll, but at +10. If using Per-based Traps at default, this is all too easy to fail!
- Make the enemies a little skittish, even if they're apparently winning the battle. The omniscient GM might be aware that the mage is about to die, so they just need to stall the fighter a couple more turns, but that might not be obvious to bandit thug #2, who just saw thugs #3 and #4 be decapitated in the space of a second.
No comments:
Post a Comment