Combat questions

Postby Bill Hooks » Sat Dec 17, 2011 12:09 am

Hi folks, I'm a long-time Sorcery! fan excited about AFF, but it's been a long time since I've played a fantasy RPG without grid-based positioning and I'm not sure how to handle combats with multiple fighters on each side. Like, say a brawny warrior and a scrawny rogue square off against an ogre and two goblins on a level playing field -- do you just let the players pick their matchups and then assign the left-over enemy as you see fit? Or is there a chance that, say, the goblins could tie up the warrior while the ogre bears down on the hapless rogue? If so, what are the tools you use to play that situation out? Thanks for reading and I'll look forward to seeing what people have to say.
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Postby John.F » Sat Dec 17, 2011 4:13 am

Bill Hooks wrote:do you just let the players pick their matchups and then assign the left-over enemy as you see fit? Or is there a chance that, say, the goblins could tie up the warrior while the ogre bears down on the hapless rogue? If so, what are the tools you use to play that situation out?

Unless the combat situation is complicated by extraneous factors or surprise on either side, in a straight fight I usually declare the intention of the adversaries first, either by general statement ("they're coming after you") or by allowing the situation to determine an obvious deliberate choice ("the ogre comes after the fighter, looking for a mighty kill").

Then I let the players declare what they want to do, and sometimes that determines the match-ups if ive only made a general declaration. Leftover adversaries target a player randomly by my quick "numbering" of eligible players followed by a d6 roll.
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Postby PaulB » Sat Dec 17, 2011 10:41 pm

Bill Hooks wrote:Or is there a chance that, say, the goblins could tie up the warrior while the ogre bears down on the hapless rogue?

I'd strongly suggest this if you want the players to take you seriously. Opponents should be reasonably intelligent, and keen to survive. Attacked by wolves - they'll probably pick off weak stragglers. Attacked by spiders - opt for a surprise attack, ambushing the last member of the party. Attacked by an ogre and a couple of goblins - if the goblins have missile weapons they can keep the warrior busy, or pick off spellcasters, while the ogre thins down the numbers and takes the conflict to the party. Challenge the party, but don't try to win.

Use imagination to track, or miniatures, coins, poker chips, or Post-It notes. Don't bog the game down in measurements or wargaming precision - just use the tools to keep the battlelines clear and manageable.
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Postby parkusuk » Sun Dec 18, 2011 12:09 am

PaulB wrote:Use imagination to track, or miniatures, coins, poker chips, or Post-It notes. Don't bog the game down in measurements or wargaming precision - just use the tools to keep the battlelines clear and manageable.


This. The essence of AFF combat is speed and simplicity. Assign the opponents and get rolling! Don't worry too much about individual movement rates or distance.
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Postby Bill Hooks » Sun Dec 18, 2011 3:26 am

Thanks everyone, I think I'm getting the idea! Hopefully I'll get a chance to roll some dice after the holidays -- Sightmaster zouaves mounted on Snattacats, and all that!
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