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Topic: Mounted lance charge
Started by: bensei
Started on: 6/2/2004
Board: The Riddle of Steel


On 6/2/2004 at 12:16pm, bensei wrote:
Mounted lance charge

I am new to TROS and would like to hear some experience and hints on the following setup:

Setup: A mounted (destrier) full plate knight with a lance wants to attack a footman with a sword. The footman has a slightly larger combat pool, thus with the bonuses from mounted combat both fighters have about the same number of dice.

1. Should the knight win combat by lengths?
2. What can the knight do in order to win quite safely (not risky)?
3. When comparing charge and non-charge, up to our session yesterday, I thought that charging is quite safe (riding skill on 3), since the footman is dead before he can do anything. However, the footman was agressive, too, won the reflex contest, and hit the horse's legs. Then the lance hit him, and the footman was dead. Fine so far, but the horse had a level 3 wound, a bit more damage, and the knight would probably be dead.
4. When the knight charges, what is the best for the footman to do? (One extreme: Full evade, other extreme: red die, hope to win reflex test can hit before the lance hits (is this correct?).
5. When charging, can a knight do anything in order to protect his horse? (sim. block and strike only works vs. attacks against himself, doesn't it?)
6. Is not charging safer then (even with a lance), since combat dice can be saved for the horse to avoid blows?

What is your experience with mounted knight vs. footman?

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On 6/2/2004 at 4:57pm, Caz wrote:
RE: Mounted lance charge

Get of Beasts and Men. It has some mounted combat rules that might answer your questions I probably shouldn't put up on here. Though under the jousting rules it's extremely easy to be unhorsed, which seems to have been a rare occurence historically. (I say proper military saddles give +4 dice to the staying mounted roll).

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On 6/2/2004 at 5:12pm, toli wrote:
RE: Mounted lance charge

First, I'd agree about the military saddles.

To the original question, don't forget the CP penalty or dice penalty in general for reach differences between the weapons. The foot man will have a big CP penalty because of the range difference between a sword and lance. I think in previous discussions, the general consensus is that this CP penalty should affect buying initiative or a reflex contest. Thus the knight has a large advantage in reach and it is unlikely that the footman could get an initiative advantage on the knight. Best strategy for the footman is to parry or counter the lance thrust, then attack...or just full evade...

If the footman does manage to get inside the knights lance, then the footman would have the advantage in reach and the knight would have the CP penalty to hit the footman. In fact, if the foot man did manage to chop at the horse's legs, the knight would probably only be able to use the but of his lance to bash the footman on the head (the CP penalty...). Best strategy for the knight would probably be to ride away and come back for another go...if possible, or drop the lance and use a hand weapon.

I don't think the knight could really do much to defend his horse, besides making a terrain role or ride roll to maintain his distance and prevent the footman from ever getting in range for an attack..NT

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On 6/2/2004 at 6:59pm, bensei wrote:
RE: Mounted lance charge

Get of Beasts and Men. It has some mounted combat rules that might answer your questions I probably shouldn't put up on here.
BaM is available in our TROS sessions. However, apart from one exception my questions are not rules questions, but questions like "What would you consider a good strategy in situation XY?"

To the original question, don't forget the CP penalty or dice penalty in general for reach differences between the weapons. The foot man will have a big CP penalty because of the range difference between a sword and lance.
My GM did not forget. Knight charged, knight and footman rolled both red, footman had more successes on reflex check, hence the dice penalty due to range difference was to the disadvantage of the charging knight (and the footman could attack first). Your description seems to contradict his ruling.

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On 6/2/2004 at 8:00pm, toli wrote:
RE: Mounted lance charge

I would apply the range penalty to the reflex check. The footman has a lot of ground to cover. I think this has come up before in some discussions on initiative.

NT

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On 6/2/2004 at 9:56pm, Valamir wrote:
RE: Mounted lance charge

I agree that the reach penalty of lance vs. sword should be accounted for in the reflex check.

I think perhaps, the reach of the Lance should be reduced by 1 (or 2) if the footman is attacking the horse. After all the horse's body is not nearly as far away from the head of the lance as the knights is.

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On 6/2/2004 at 10:57pm, toli wrote:
RE: Mounted lance charge

Valamir wrote:
I think perhaps, the reach of the Lance should be reduced by 1 (or 2) if the footman is attacking the horse. After all the horse's body is not nearly as far away from the head of the lance as the knights is.


Sounds reasonable to me...

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On 6/2/2004 at 11:59pm, Prince of Thieves wrote:
RE: Mounted lance charge

A bit off subject but...

Caz wrote: Though under the jousting rules it's extremely easy to be unhorsed, which seems to have been a rare occurence historically. (I say proper military saddles give +4 dice to the staying mounted roll).


+4?! Have you actually played the jousting rules or just read through them? I ask because I had the same impression on reading them but in actually play, unseating remains rare. After play I think the rules are fine as is. An average knight will have a 4 in AG. Therefore to be certain of a unhorsing this averaged AG'd knight (allowing him no Riding roll to save himself) you'd have to have a success margin of 4. (Increasing that to an 8 seems a bit unrealistic and unfair) Even with one dice left an unskilled Knight (Skill Pack at 9) has a riding of 8 and therefore a 30% chance of hanging in there.
Remember the Clash is a sim. block-strike, with bonus dice gained by good horseman so only reckless jousters won't have some dice to block.

I recently started a story where the players are all Farrenshire folk, and my adventure started with a tournament in Cyrinthmeir. Anyway the jousting tournament quickly ammounted to counting blows (more success on attack) not knights being unhorsed.

Anyway back to the question at hand. Lance vs. Footman
I think this is one instant where the rules do break down somewhat. If the thrusting lance is going to hit the footman it has to reach him before his sword comes anywhere near the rider or horse. Maybe just treat it as getting imaled but continuing an attack that was already in motion.
(insert shrug here)

I recall a rule which I believe was posted on the forum, not in the rule book that weapon lengths should also modify initiative rolls, both buying initiative and red-red reflex tests. I personal agree with this rule.

There for the reflex test would be in favor of the lancer.
Lancer: +1 reflex for thrust. TN 7 for lance
Footman(w/ med. weapon.): -2 reflex for shorter weapon. TN 6 for sword
Assuming both had a reflex of, say, 5; then Lancer rolls 6 dice, TN 7 vs Footman rolling 3 dice(4 if he too is thrusting), TN 6.

Still it seems the footman has better odds then reason would suggest. And as I stated before, if the lance hits it will have to hit before the footman can connect a blow. Still its a game and its cool if the player is the footman. :)

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On 6/3/2004 at 4:19am, Caz wrote:
RE: Mounted lance charge

Just read em really, good to hear

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On 6/3/2004 at 7:55am, nsruf wrote:
RE: Mounted lance charge

I was the GM in the above situation. Maybe a full description of the situation is helpful:

***

The melee involved 2 PCs and 2 NPC footmen. The footmen were charging PC #1, a competent duellist, who chose a defensive stance. The knight (bensei's character) had ridden away from the battle, waiting for an opportunity to charge. He decided to help out the other PC, and all 4 combatants met simulatenously. Thus, stance was in effect for all - just in case anybody wonders why the footman went offensive on a charging knight.

Both the duellist and the knight made their terrain rolls to face only a single opponent. Since I let the other side decide how to split in such a case, one footman took on the knight and the other the duellist. The knight also made a second terrain roll to limit the bout to a single exchange (using the rules from OBAM).

Since the footman was in offensive stance, he decided for the riskier maneuver and did a simultaneous block/strike with 7 dice for defense and 3 for attack (CP 10, 8 in armor, 10 again for attacking from offensive stance). The knight simply attacked with everything. I did not penalize the Reflex check for weapon reach, so the footman won and struck first. Because of reach, he had 1 die to swing at the horse's legs, which succeeded and caused a level 3 wound to the thigh.

The horse kept its footing easily and the knight hit with his lance despite the 2 dice reach disadvantage and shock penalty. That was the end of the footman...

***

In retrospect, applying the reach penalty to the Reflex check seems like a good idea. But the situation was somewhat extreme anyway, as the footman was on the offensive - something he wouldn't have done had he known that the knight would single him out.

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On 6/3/2004 at 9:17am, nsruf wrote:
RE: Mounted lance charge

BTW, I think we forgot the +1 bonus to Reflex the knight should have gotten for a thrusting attack.

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On 6/3/2004 at 1:58pm, Mokkurkalfe wrote:
RE: Mounted lance charge

Nitpicking:

If I remember correctly, you can only have twice as many dice on attack as you have on defence when sim. strike/blocking. Thus, 7 def/3 att is not allowed.


On another note, you say you have OBAM. Do you use the ride-by maneuver? In that case, the knight would have the initiative without any reflex roll.

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On 6/3/2004 at 2:13pm, toli wrote:
RE: Mounted lance charge

Two things.

First, I think as noted before, the reflex check should have been penalized.

Second, I don't know of any rule for this, but I think the knight IRL would probably lose any charging advantage if he actually did lose the reflex check. Maybe he wouldn't lose the advantage of momentum but once the footman was inside the range of the lance, I think it would be next to impossible to both attack with the head of the lance and get an advantage from the horse's movement. You could visualize it as the knight either 1) rushed past and bonks the footman on the head with the lance shaft or 2) actually stops and turns and repositions and stabs with the head of the lance.

Does that make sense...?

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On 6/3/2004 at 2:21pm, nsruf wrote:
RE: Mounted lance charge

Mokkurkalfe wrote: If I remember correctly, you can only have twice as many dice on attack as you have on defence when sim. strike/blocking. Thus, 7 def/3 att is not allowed.


The rule is not completely clear in the book. IIRC, it states that one number has to be half of the other. I decided that we would handle it as

a) declare the larger number and whether it is attack or defense
b) halve the number for the other aspect (round down)

This way, you get 2/1, 3/1, 4/2, 5/2, 6/3, 7/3, 8/4, etc. and can actually spend any number of dice on the maneuver (starting at 3).

On another note, you say you have OBAM. Do you use the ride-by maneuver? In that case, the knight would have the initiative without any reflex roll.


We used the rule that a rider can limit the bout to a single exchange with a ride check. If it says anything about automatically gaining initiative, I missed that. But it doesn't sound right, anyway: what if the footman has a long spear? The knight shouldn't be able to automatically gain initiative in all cases, IMO.

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On 6/3/2004 at 2:24pm, nsruf wrote:
RE: Mounted lance charge

toli wrote: First, I think as noted before, the reflex check should have been penalized.


I don't like changing the rules in the middle of combat, so we played that one "by the book". But I'll probably use this as a house rule from now on.

Second, I don't know of any rule for this, but I think the knight IRL would probably lose any charging advantage if he actually did lose the reflex check. Maybe he wouldn't lose the advantage of momentum but once the footman was inside the range of the lance, I think it would be next to impossible to both attack with the head of the lance and get an advantage from the horse's movement. You could visualize it as the knight either 1) rushed past and bonks the footman on the head with the lance shaft or 2) actually stops and turns and repositions and stabs with the head of the lance.

Does that make sense...?


Sure, but the weapon reach system is too abstract for that (relative reach does not affect the kind of attack you can make), and making combat even more complex doesn't seem worth it.

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On 6/3/2004 at 2:30pm, nsruf wrote:
RE: Mounted lance charge

Two more things that are somewhat related:

a) The knight is rather incompetent in combat (Lance proficiency 3). I think that he would have missed without SA dice - and even so, the footman had a good chance to block the attack. Now that would have pissed bensei off;)

b) How do you handle maneuvering in mounted combat? I was very generous (IMO) and allowed the knight to charge every other melee round, but I suppose stopping and turning your horse, selecting a new target, and speeding up again would take longer than that. Any ideas?

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On 6/3/2004 at 10:56pm, toli wrote:
RE: Mounted lance charge

nsruf wrote:
b) How do you handle maneuvering in mounted combat? I was very generous (IMO) and allowed the knight to charge every other melee round, but I suppose stopping and turning your horse, selecting a new target, and speeding up again would take longer than that. Any ideas?


My guess is that it would probably take longer than that to turn and charge again...more like 1 every 4 or something...but just a guess...NT

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On 6/4/2004 at 12:12am, Turin wrote:
RE: Mounted lance charge

b) How do you handle maneuvering in mounted combat? I was very generous (IMO) and allowed the knight to charge every other melee round, but I suppose stopping and turning your horse, selecting a new target, and speeding up again would take longer than that. Any ideas?


Well, to do a charge you have to develop some momentum, probably to at least a trot. I would think to strike, recover, turn or stop, then if stopping build up momentum, the pick your target out and charge would take at least 10-15 seconds, longer if the initial charge was at a gallop. Of course riding skill could modify this.

Now a slower ride by attack with a swung hand weapon would be less time consuming to strike/recover IMO. You could also very well attack other targets of opportunity along the way.

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On 6/4/2004 at 8:44am, Prince of Thieves wrote:
RE: Mounted lance charge

First off nsruf, I do the Sim. Block-Strike the same way. Its the only way that allows to combatant to use his whole dice pool and with red-red stuff it boils down to one exchange, so we want to spend the whole pool.

Second, I think it was perhaps unfair to allow the footman to maintain stance bonus when he should of been surprised by the horseman suddenly changing tactics and running him down. (Remember combat rounds are only 2 second, 1 sec/exchange) If it takes longer for the horseman to arrive, fine, make the duelist dance around for a bit waiting for the knight to gallop in to even the odds. But if the horseman was close enough to present a threat and the footman instead went after the easier target, the duelist. Then surprise rolls, by the footman (Diff 5, thundering hoffs give away the intent, just trying to avoid brain-lock) should of be called for IMO and succss at surprise roll, which is likely, would of forced the footman to defend or buy init. All this adds up giving the advantage to the mounted knight, which it sounds like he should of had.

Hope the input helps and sorry if I sound overly critical.

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On 6/4/2004 at 10:09am, nsruf wrote:
RE: Mounted lance charge

Prince of Thieves wrote: Second, I think it was perhaps unfair to allow the footman to maintain stance bonus when he should of been surprised by the horseman suddenly changing tactics and running him down.


Maybe this wasn't quite clear: the horseman didn't suddenly change tactics. Since the combat involved many characters, I had them declare their general intentions in reverse Reflex order and used that as a gauge to assign individual melees. The footmen had a lower Reflex than the knight and declared a charge on the duellist. The knight decided to help the duellist out. Then all of them, (knight, duellist, 2 footmen) spent the first combat turn closing and started melee on the second. There was no surprise involved as they all saw each other coming - the knight didn't even come from behind or anything.

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On 6/4/2004 at 10:12am, bensei wrote:
RE: Mounted lance charge

Thanks for the replies.
As nsruf pointed out, the combat rules want to be realistic on the one hand, but the weapon reach rules and reflex rules are rather abstract. I think this was one of my problems.

The footman being agressive because of being involved in combat before makes sense by the rules, however I must second Prince of Thieves that it seems a bit odd that this is then treated in the same way as if it was a 1 on 1 fight with the footman being able to prepare himself.

What is disturbing me is that the reflex contest won by the footman is interpreted as ducking under the lance, which actually is a combat maneuver. I think it is not good if reflex checks are the same as real combat maneuvers. (But I accept that the system is abstact here).

Apart from the explanation of being an abstract system I was surpized that the real fight is actually the reflex check, and this was about 50-50. (Actually worse, since it goes on the weapon's ATN. Also thanks for the comment on the thrusting modifier). The footman winning the reflex contest resulted in the loss of quite an amount of dice from the knight's pool. And SAs do not influence the most important roll in this kind of combat...

Regarding reach modifiers to the reflex rolls: This rule sounds reasonable to me, but I agree with nsruf that playing by the book is better for the start (this was the first time, a mounted combat appeared in our games). Also, in this rule the footman must actually declare in advance whether he wants to attack the horse or the knight, because this defines the reach.

Regarding incompetence of the knight: I was surpized that with a proficiency of just 3 the knight gets 10 dice in his combat pool against ground targets, 12 when attacking. Of course the character knows how to fight, especially how to fight considering his comparably low weapon skill. He is heir to the throne, so he should fight without taking too many risks. (He has his soldiers to fight for him, but of course a knight cannot stand back from combat!) The problem is that the character should know, but I as a player do not have experience. Especially regarding the question: Is it risky to put all CP dice into the charging attack (Assumed the riding roll guaranteed just one exchange)? Would a block and strike be of any use? (Apparantly not, since it does not help the horse)
And of course, even without SA, the footman will have a hard time to really block the charge, given the incompetent knight wins the reflex contest ;)

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On 6/4/2004 at 10:40am, nsruf wrote:
RE: Mounted lance charge

bensei wrote: The footman being agressive because of being involved in combat before makes sense by the rules, however I must second Prince of Thieves that it seems a bit odd that this is then treated in the same way as if it was a 1 on 1 fight with the footman being able to prepare himself.


This is a timing problem: one of you has to declare first. This is a big enough disadvantage as is. Penalizing him even further by saying he isn't prepared because he had to declare actions without knowing what you do seems excessive. I want to reserve surprise for situations where a combatant really isn't aware of his opponent - not merely half a second late in realizing what he intends to do.

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On 6/4/2004 at 3:26pm, toli wrote:
RE: Mounted lance charge

bensei wrote: Especially regarding the question: Is it risky to put all CP dice into the charging attack (Assumed the riding roll guaranteed just one exchange)?


To me this particular question depends on how much armor you are wearing. If the knight is in full plate vs a swordsman...I would put everything into an attack. The swordsman will have a hard time getting through all that plate...

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On 6/4/2004 at 9:13pm, Prince of Thieves wrote:
RE: Mounted lance charge

Surprise in Riddle of Steel isn't always really being "surprised" it's just as often a test to see if a combatant can adapt himself to the changes of the battle field on a seconds notice. Like rushing one target but then being charged by another. It seems to me even if we forego the surprise roll, the footman's aggressive stance should collaspe as he is forced to suddenly turn and engage the horseman, after all he was chosing to be aggressive and charge the duelist. It sounds like both footman where either foolish to forget about the horseman or hated the duelist enough to take that chance to kill him. Anyway this is how I would of ran the encounter but I'm very intrested to hear how other people would apply the aggressive stance in this instant. Any ideas?

Another thing if I may nsruf, after rereading the account of the battle I think one terrian roll, by the Duelist, would of been enough. After the duelist avoids one of the footman, he is sort of in the open for the knight to lance him. Take a peek at the "Help a wargammer" post, which is still pretty close to the top, James Buchanan wrote a neat post about using a cinamatic approach to RoS, which not only makes for a more memorable game it might help streamline these more hectic fights.

The 2 villianess footman charge the Duelist weapons ready. In the distance the Knight wheels his mount toward the fight.
Duelist (makes terrian roll) dashes to his left around the rightmost footman to engage him alone, they clash. (Settle the round, both exchanges now)
Meanwhile, the leftmost footman still in prusuit of the duelist, tries to run a semi-circle about his companion but is set upon by the Knight he spins about quickly, forced to meet the attack.

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On 6/4/2004 at 11:17pm, Starshadow wrote:
RE: Mounted lance charge

The footmen had a lower Reflex than the knight



I did not penalize the Reflex check for weapon reach, so the footman won and struck first


I'm confused. Why was there a reflex check? The knight had a higher reflex, so he would have attacked first.
Highest reflex attacks first by default; you do a reflex check only when reflex of both (or all) contestants are equal.

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On 6/5/2004 at 9:53am, nsruf wrote:
RE: Mounted lance charge

Starshadow wrote: I'm confused. Why was there a reflex check? The knight had a higher reflex, so he would have attacked first.
Highest reflex attacks first by default; you do a reflex check only when reflex of both (or all) contestants are equal.


That's how it is handled in the QS rules for the sake of simplicity. The full rules always call for a check of Reflex/ATN to see who strikes first (p. 74, right column, third paragraph). Otherwise, a high Reflex would be a tad too good, IMO*. The fighter with the lower Reflex is already penalized by having to declare first.

* Red/red wouldn't be very dangerous to a guy with Reflex 6 or 7 anymore.

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On 6/5/2004 at 10:17am, Starshadow wrote:
RE: Mounted lance charge

Damn...

I stand corrected.

I always thought the reflex check was used only when both contestants had equal reflex, but this puts fighting in a new light.

Not good for my high reflex char though...
;)

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On 6/5/2004 at 10:24am, nsruf wrote:
RE: Mounted lance charge

Prince of Thieves wrote: Surprise in Riddle of Steel isn't always really being "surprised" it's just as often a test to see if a combatant can adapt himself to the changes of the battle field on a seconds notice.


The footmen could see the knight coming for a full round. So they weren't surprised.

Like rushing one target but then being charged by another. It seems to me even if we forego the surprise roll, the footman's aggressive stance should collaspe as he is forced to suddenly turn and engage the horseman, after all he was chosing to be aggressive and charge the duelist. It sounds like both footman where either foolish to forget about the horseman


There were 5 footmen and 3 archers facing off 3 PCs and 2 NPC soldiers in their pay. Another PC was hiding in some bushes to shoot at the archers with a crossbow, and the last PC kept out of the battle.

So I had to impose some order of declaring actions to even decide who got to engage whom in melee. I choose ascending order of Reflex. Since the footmen and archers had Reflex 4 - less than any of the combatant PCs - they could in no way react to the knight's action. That is a BIG disadvantage already. Penalizing them further seems out of line to me.

Furthermore, the rules say nothing about stance working only vs. a particular opponent. Changing rules on the fly during combat is arbitrary and bad GMing style, IMO. The fact that it would have been to the benefit of the players doesn't change that.

or hated the duelist enough to take that chance to kill him. Anyway this is how I would of ran the encounter but I'm very intrested to hear how other people would apply the aggressive stance in this instant. Any ideas?

Another thing if I may nsruf, after rereading the account of the battle I think one terrian roll, by the Duelist, would of been enough.


The more I think about it, I should have gone with NO terrain roll. The declaration of the charge(s) was made prior to combat, to see who got to engage whom. For the 2 footmen, the duellist, and the knight, it resulted in a 2 vs. 2 melee. Which is not really supported by the rules: I should have broken it into two 1 vs. 1 without terrain rolls.

After the duelist avoids one of the footman, he is sort of in the open for the knight to lance him. Take a peek at the "Help a wargammer" post, which is still pretty close to the top, James Buchanan wrote a neat post about using a cinamatic approach to RoS, which not only makes for a more memorable game it might help streamline these more hectic fights.


I have problems with the cinematic approach. If I - as Seneschal - decide critical timing issues completely arbitrarily, I am basically dictating the outcome of the combat. I could as well just declare who lives and who dies.

I realize that I look at TROS combat very much as a gamist exercise. The melee rules lend itself to that POV extremely well, IMO, as - precluding SAs - success depends on player skill/mastery of the rules. Furthermore, I enjoy this kind of play (as do my players, I believe). But the fact that the TROS rules do not really support combat between multiple opponents on both sides* makes life difficult for me...

Or in other words, the system is apparently not intended to be used in a gamist manner. Now what do I do?

* The best you can do is 1 vs. many in melee. Beyond that, there are no rules for resolving timing and declaration issues.

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On 6/5/2004 at 8:27pm, Prince of Thieves wrote:
RE: Mounted lance charge

nsruf wrote:
Prince of Thieves wrote: Surprise in Riddle of Steel isn't always really being "surprised" it's just as often a test to see if a combatant can adapt himself to the changes of the battle field on a seconds notice.

The footmen could see the knight coming for a full round. So they weren't surprised.

From the book pg. 75
Surprise is a common event-even when one is aware of an enemy.

Seeing the knight doesn't mean that he is aware of the knight on a second by second basis, the footman's attention was on the duelist.

nsrfu wrote:
Furthermore, the rules say nothing about stance working only vs. a particular opponent. Changing rules on the fly during combat is arbitrary and bad GMing style, IMO. The fact that it would have been to the benefit of the players doesn't change that.


While the rules don't say anything about stance applying vs only one opponent it does say "Stances only last until the first blow or movement-if the character's weapon moves the stance is broken" later it does soften a bit to describe a charge as giving the same bonuses as an agressive stance. But either way one of the footmen had to turn (or interupt their charge, whatever) to face the knight and when he started his charge the footmen didn't know whom he was going to end up lancing. Even a 1-on-1 fight is confusing IRL(and my experience don't include weapons and alot of bleeding). Imagine how crazy it would be 5-on-8! Add in the archers and horses and whoa what is happening?
Who is talking about the benefit to the PCs, I think the Knight was simply in the stronger position during this instance, that he is a PC doesn't really influence it much. I'd make my players bleed if they ignored (read all choose to charge the Duelist) the galloping Knight.

Anyhow have fun sorry if I got your goat.

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On 6/6/2004 at 9:49am, nsruf wrote:
RE: Mounted lance charge

Prince of Thieves wrote: ...and when he started his charge the footmen didn't know whom he was going to end up lancing.


Ok, but neither did the knight. We used terrain rolls for the knight and the duellist to see who they would end up fighting. And the footmen, being on the "receiving end" of the terrain rolls, got to decide whom they faced. It didn't really matter because they had identical stat blocks, but still: the knight was as unsure about his target as the footmen.

Even a 1-on-1 fight is confusing IRL(and my experience don't include weapons and alot of bleeding). Imagine how crazy it would be 5-on-8! Add in the archers and horses and whoa what is happening?


I hear this a lot on these boards, but never any actual advice on how to handle this rules-wise. Just assigning arbitrary penalties to some combatants and not to others is not my style.

Who is talking about the benefit to the PCs, I think the Knight was simply in the stronger position during this instance, that he is a PC doesn't really influence it much. I'd make my players bleed if they ignored (read all choose to charge the Duelist) the galloping Knight.


The knight wasn't galloping when the footmen declared their action. He was right behind the other PC and two NPC soldiers, who protected him from the other three footmen. This gave the knight one turn to ride away, turn, and charge. Since I allow declaration of intent only every three rounds (bascially I use a 6 second meta-combat round framework), there was no way the footmen could have reacted. All because of their lower initiative.

Anyhow have fun sorry if I got your goat.


Sorry if I came over as angry. I just wanted to give you my reasoning.

Using your proposal, combatants with low Reflex would never get a benefit from stance, because their opponents can always conveniently switch targets and claim "they didn't look out for ME". An altrenative solution would be to use stance only in situations involving a single melee.

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On 6/6/2004 at 9:12pm, Prince of Thieves wrote:
RE: Mounted lance charge

Alright, I think we may finally have a mental picture about this scene that is almost the same. Now past some of the earlier confusion.

You said earlier

nsruf wrote: ...it resulted in a 2 vs. 2 melee. Which is not really supported by the rules: I should have broken it into two 1 vs. 1 without terrain rolls.


Now understanding the scene, I agree, it makes sense and it focuses on the games strength. Also as the 1-on-1 fights begin you THEN have people toss (red/white I mean), in doing so the footman isn't locked into a red toss (attack). And then declare actions as approiate.

In a situation like this I run 4-seconds(2 rnds, as many as 4 exchanges) on each pair, because I figure even if a combatant in Pair-A wins on the opening exchange, he'll still require a few seconds to observe and move in to influence the other fight.

Keep bladeslinging, I believe if you stick with RoS you'll find it very enjoyable.

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On 6/7/2004 at 11:19am, bensei wrote:
RE: Mounted lance charge

toli wrote:
bensei wrote: Is it risky to put all CP dice into the charging attack (Assumed the riding roll guaranteed just one exchange)?

To me this particular question depends on how much armor you are wearing. If the knight is in full plate vs a swordsman...I would put everything into an attack. The swordsman will have a hard time getting through all that plate...

The problem is: Assumed the knight succeeds in all his riding checks (riding 3), the combat is limited to a single exchange. The ruling was that the footman (who has no great reach), can, on the moment of impact, given he can strike first, not attack the knight, only the front of his horse (the knight himself is just too far away).
However, if only the horse can be hit by the knight, the knight can not at all defend against this attack, since block and strike only works against attacks vs. the knight himself.

So there is simply no use in saving dice, even if the knight is naked, is it?

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On 6/7/2004 at 11:28am, nsruf wrote:
RE: Mounted lance charge

Prince of Thieves wrote: Also as the 1-on-1 fights begin you THEN have people toss (red/white I mean), in doing so the footman isn't locked into a red toss (attack). And then declare actions as approiate.


The footman could have thrown white, but from an offensive stance. His options were essentially:

a) Full evade with 6 dice (CP 8, 2 die penalty for defending from an offensive stance)
b) Sim block/strike with 7/3 dice (CP 8, 2 die bonus for offense from offensive stance)

He choose the latter and would have gotten away with it if not for an abysmal block roll.

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On 6/7/2004 at 8:55pm, Prince of Thieves wrote:
RE: Mounted lance charge

bensei wrote: Is it risky to put all CP dice into the charging attack (Assumed the riding roll guaranteed just one exchange)?

So there is simply no use in saving dice, even if the knight is naked, is it?


Remember you could always try to buy initiative, so your can strike first even though you lost the reflex roll. Check with your Seneschal to see how he will play buying init, some say the dice must be spent from the unused pool, if thats the case better save some dice. I let combatants draw dice from their pool and their attack.

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On 6/8/2004 at 7:41am, nsruf wrote:
RE: Mounted lance charge

I allow buing init from the unused pool only, as an added penalty for overextending. Unfortunately, that doesn't make it a very viable option for the incompetent knight;)

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On 6/12/2004 at 12:03am, Brian Leybourne wrote:
RE: Mounted lance charge

Turin wrote: Well, to do a charge you have to develop some momentum, probably to at least a trot. I would think to strike, recover, turn or stop, then if stopping build up momentum, the pick your target out and charge would take at least 10-15 seconds, longer if the initial charge was at a gallop. Of course riding skill could modify this.


Ever ridden a horse?

A well trained horse (and we're talking war horses here, well trained in other words) can go from a standstill to full gallop in a couple of seconds. They stop somewhat slower admittedly, but as a general rule, it's not out of the ballpark to allow a horseman to make a charge say once every 3 rounds (that's 6 seconds or so) at a standing opponent, giving time to stop after the charge, wheel around, and touch heels to flanks again.

But I would probably start using fatigue rules against the horse for repeated charging, admittedly.

Brian.

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On 6/14/2004 at 3:56pm, Turin wrote:
RE: Mounted lance charge

Ever ridden a horse?


Yes, but the well trained part is a bit of an issue (neither I nor the horse would I consider well trained).

And I think the 3 round issue could be possible in a environment without any other distractions. I guess what I mean is with only the horseman and the target, sure. With a more crowded field, perhaps. On a crowded field of battle, no way.

Also, if a round is 1-2 seconds, we would be looking at every 4 rounds, with an average of 1.5 seconds. I would also think such a rapid return might cost some CP's from the pool, as the attack is being rushed.

Perhaps another idea is to set a minimum amount of rounds, given a clear field. Perhaps bump it up a few based a few rounds based on how crowded it is. I also think selecting the exact target you want would be tougher on a crowded field. And there could also be a roll on horsemanship, the better the rule the more rime is reduced by. Maybe bump up the rounds by 4, every sucess reduces the time by a round. Of course on a fumble, no attack.

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