Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Heroes of Adventure

Index of Heroes of Adventure releases and community forum · By Nameless Designer

Features

A topic by Greymark created Feb 26, 2023 Views: 110 Replies: 2
Viewing posts 1 to 2

Can you comment on the mechanics of how you implement in your groups the Weapon & Armour Features: Set and Sneak?

Developer (2 edits)

Hey Greymark, thanks for the questions.

  • Set; assume a spearman (feature "set") is facing an opponent (say using a longsword and who wins initiative), I would allow the spearmen to attack first when the longsword wielder moves into attack due to the weapons range and then the longsword wielder attacks second in the first round before reverting to longsword attack first then spear wielder second in subsequent rounds (i.e. following the initiative results)
  • Sneak (this could be removed as its the same as "auto" so thanks for the catch); assume a roguish character wants to use a garrotte to choke an opponent. From a mechanics standpoint I may require an agility check outside of combat to get into position and then ask the rogue to make an attack (a combat manoeuvre). On a success I may allow the rogue to assume a choking position which then automatically causes damage each round unless the opponent can break free as their action (could use agility, strength, melee combat or even athletics opposed skill checks depending upon how the player and opponent narrate their attempt to break free i.e. test of strength, agility etc).

Hope that helps.

Thanks

As for Sneak - I get it now.  I see the connection of the 'auto' description with Garrote.  'Sneak' led me down to a more traditional rpg mindset and was confused.