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29

You're seeing one of the classic military ideas play out in your game - control of chokepoints. As many other people have pointed out, the advantage to controlling a chokepoint is that you can step back and force the enemy to push a narrow front of combatants against a broad base of defenders- so the person coming through the door is taking the most ...


17

You are correct in your rules understanding. There are of course missile and reach weapons, though in this situation both usually will incur a cover penalty to hit. And splash weapons, and spells - but this definitely isn't a rules exercise, it's an exercise in tactics. A bottleneck isn't necessarily bad. Keeping enemies bottled up at a chokepoint allows ...


15

Reward Non-Combat solutions How you reward your players is dependent on the players. Some players will respond to non-traditional investments of XP (the tradition in D&D is to give XP for the murder of animals, you could offer XP for simply solving a problem†). Some players will respond to material items, others will respond to, you as the GM, buying ...


13

If you have the ability to make multiple attacks in a round, they can be against the same target or another target unless the specific ability prohibits it. You can move between attacks, as mentioned on page 190 of the PHB. Moving between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even ...


12

There are 2 definitions of "round" in 5e. There is the definition of "round" that you quote, which is from initiative position intMax to initiative position 0 (or negative if you manage that some how). Then there is the definition used here for readied actions. This is the same definition used in "once per round" effects such as certain powers. This ...


11

There's a few options: Don't put monsters near the door. Rather than having the hobgoblins open the door, have them hide behind cover ready to ambush the players if they come in. Put them around a corner, or make the hallway wider such that bottlenecks don't happen. Have the monsters use tactics to break the deadlock. Grapple the character in front and ...


11

There are no mechanics for called shots like this. This is not an abstraction that 4e generally cares to deal with and it introduces a level of realism that 4e is unconcerned with. You're not going to find source material that deals with this. That said, there are plenty of ways to narrate this happening within the current mechanics. The best things to use ...


8

GURPS You are describing GURPS. Gear All the gear you want (and much, much more) is available in either the basic set or various supplements like High Tech, Ultra Tech, or Biotech. Rules GURPS can provide a highly tactical combat system. You can play on a hex grid or without a map, whatever you prefer. But many combat options and situations are covered ...


7

I'm... not sure where you got the idea that a long bow can fire twice as fast as any other weapon. That's simply not true. Your rate of attack is determined solely by your base attack bonus unless there's a special effect that specifically says it gives you additional attacks. Yes, you are correct; +6/+1 indicates that the Ranger can make two attacks, one ...


7

I've played a couple ultra-realistic shooters of this sort. Sim games in this vein used to be a lot more common than they are now. Games I've used to do this (all handle weapons and tasers and knives and all that): Top Secret/S.I. + the Commando supplement. OK, so I'm old. But it was a great set of small unit tactics rules, hit locations, etc. Mechanic is ...


6

I've run a handful of games and it's always best to narrate conflict and have all of the action dependent on what the PC wants to do. To answer your bolded questions: Don't establish an order. Basically if you need some way to keep track of things, have it be "PCs act" "NPC acts" however, generally the is unnecessary. Let your characters dictate who is ...


6

The introduction for the wolves you have is great...for a fighting encounter. If you want them to not fight though you need to set up encounters which make it very clear that combat is not the only or even the best option and get them used to the idea. For example what happens if they find a pair of wolves in their den defending a cub, and all the wolves ...


6

One word; Consequences And I don't mean for the characters, not entirely, for the NPCs. If your players are a bunch of happy-go-lucky murder bunnies then they are likely seeing the world in shades of black and white rather than grays that the world really is. Inject some moral consequences into situations that the players encounter; don't flood them with ...


6

A system which meets the listed criteria is the 4th Edition of The Morrow Project. To use this for a SWAT-focused game does not require changing any of the system, or dropping much of the setting. The Morrow Project itself is centered around small unit, military actions as described in the question, but in a post nuclear world. It pays loving attention ...


5

Dread is a strictly narrative game, and a particularly nasty one at that. Not only are you the sole arbiter of when and how badly the characters are injured, you are actively encouraged to do so to add tension to the game. As the GM, it is within your power to do anything to a PC's character, so long as it doesn't remove that character from the game. If a ...


5

There are not rules for riding with a non-military saddle vs riding bareback, though that would be within the rights of the DM to rule as such (the rules are currently silent on the difference, and only provide an explanation that a military saddle provides advantage on checks to stay mounted). Dash is one of the normal action types for a nonintelligent ...


4

In my years (30 years) Ive always found that its their game not mine. Its really what they would want to play. If none think this game style is bad or dont feel like the game is Hack n Slash then just go with it. Now on the other foot as a DM you need to also be the one whos proactive if you want a game to go a certain way. While it is their game you are ...


4

There are 6 combat states in 5e when you don't consider cover coming into play (and cover adds modifiers rather than affecting the advantage state, though full cover prevents targeting entirely): Able to target no adv/disadv Able to target adv Able to target disadv Guess no adv/disadv Guess adv Guess disadv The question is how total concealment (such as ...


4

What happens in general varies a lot based on the relative timing of the two effects, the specific effects involved, and the nature of their sources' descriptions. The general answer is that either one of the effects happens, or the other effect happens, or some third thing happens which is neither the first effect nor the second, but in no case should a ...


3

Obviously CoC is not very combat oriented system so I did a lot of modifying it and making my own rules to account for encumbrance fatigue non-lethal damage (for example when armour absorbs damage, it still translates to fatigue) body-part specific damage different effects of work equipment (i.e. helmets remove peripheral vision...) ...


3

The basic idea behind Powers is that they are Called Shots. The reason you can only use them once per Encounter or Day is that no enemy is going to fall for the same trick twice. Or that the chance simply doesn't come up. While it sounds super heroic to stab the dragon in the eye, the truth is that the dragon isn't going to be standing still while the Rogue ...


3

This is an answer to the question: What strategy can a DM use in a combat scenario like the one above to make sure that the NPCs are all contributing to the battle. Especially if they have no ranged weapon, is there a way that they can all try to attack? A strategy I am surprised no one else suggested - have the NPCs take turns holding the doorway. There's ...


3

The rules use round more than one way. The ruling was incorrect. Most actions are clearer about how long they last, relative to your turn (basic rules, p. 72). Disengage: If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. Dodge: When you take the Dodge action, you focus entirely on ...


3

The answer to this question is unclear from a RAW standpoint. There are essentially two camps: one who believe that attacks happen as a single atomic step and one who believe that attacks happen as a set of discrete micro-steps in a MTG-like fashion. People who hold the first position would say the answer to your question is no, as declaring an attack, ...


2

Right now the only rules regarding riding is if a mount is moved against it's will, if you are knocked prone while riding or if your mount is knocked prone, you are required to make a DC 10 Dex check. (Pg. 198) Moving a mount against it's will could also include the rider doing something like trying to make a mount walk through a wall of fire, or perform an ...


2

Not normally. Activating a wand is either a standard action (core) or the same action it takes to cast the spell the wand holds (Rules Compendium). Even under Rules Compendium, I do not know of any spell that can be cast in place of an attack.1 That said, some touch-attack spells last for multiple touches; chill touch is the classic case of that. So you can ...


1

Making an attack requires the ability to see the target The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to see. (Player's Handbook, p183) You can make an opportunity attack when a hostile creature ...


1

What does everyone want? First and foremost: have you considered the possibility that your players like playing in this style, and are more interested in destroying everything than trying to save villages and feed dire wolves? I had a match of the Game of Thrones RPG (highly recommend it) where the GM expected us to become choose to be nobles and go to the ...


1

No weapons in Pathfinder have a "rate of attack", including the longbow. This means that the shooter may only take one shot in a standard action, and one shot per BAB segment (your +6/+1 for instance would be two shots) However, this cane be expanded with the Rapid Shot feat: Rapid Shot (Combat) You can make an additional ranged attack. ...


1

I know this is a late entry, but I stumbled upon this question and it piqued my interest! Guns aren't bad weapons with the base rules, they just seem to require a different kind of investment, like different magical bonuses and special magic items on the side... Guns are expensive Being a gunslinger allows you to craft your own weapons for half the price ...



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