Post by agstef on Dec 20, 2018 19:51:21 GMT -5
Hi,
I 've just started to learn the system with the OHM before I begin with the larger and more demanding adventures. Here are some questions and/or thoughts I formed that need confirmation and I would appreciate any help. They cover all apects except "wizardry", which is deferred for a later trial (the characters I use for the time being are of the warrior/hero type only).
1) Grappling participants either use no weapons or the daggers designated for grappling. Are they supposed to drop their weapons before or they still bear them (sheathed if swords for example)? If dropped or left aside do they need a turn to pick them up again?
2) Let’s say that a tackling attacker fails but forces his way into the defender’s space all the same because he is stronger. Is it up to the defender to decide whether he stays in his space and grapple him in his turn or he steps away from his space?
3) Why would any contestant want to engage in grappling while it causes minor loss – 3F or (d6+2)D at maximum – compared with the damage that could be caused by his weapon ?
a) It may be that he is stronger than the opponent and is likely to win the ST, albeit inflicting low losses.
b) It may be that he has to overtake the opponent in order to reach a point behind him.
c) There is a need to remove an opponent away from a guarding point, which is achieved dragging him away.
4) Does the empty hex the defender has to move to while dodging have to be away from the attacker or it can still be adjacent to him?
5) Let’s say the defender chooses to react tackling the attacker who is about to hit him. What is the attacker allowed to do in order to finish his attack afterwards? There are three possibilities depending on the result of the defender’s tackling attempt:
a) He succeeds and enters the attacker’s space. Will the attacker proceed to grapple him finishing his action?
b) He fails but being stronger he takes the space of the opponent forcing him away. The attacker then being in an adjacent hex proceeds to hit him.
c) He fails but he is weaker and goes back where he was and the attacker proceeds to hit him.
6) According to the paragraph about Damage it seems that a combat ends when all the enemies are eliminated, which happens as soon as their damage is equal to or greater than their ST, no matter if some of your characters have already suffered an accumulated damage greater than their ST as well in order to achieve this elimination. They deal with this damage surplus when the combat ends.
7) All skill applications are considered actions carried out in a player’s turn? How for example healing takes place? Do some of the characters possessing Medic ability take a turn performing an action at the combat field when the combat is over to reduce the damage to the acceptable level? Does this turn count in the adventuring time and how?
8) What is meant when “between adventures” is referred to? Are these smaller adventures within the whole big adventure at hand or we refer to the individual modules of the LoAW that can be played sequentially? The latter may be implied, for example, in the beginning of Emerald Twilight (which I got but haven’t started yet) when it is said that the characters need to be advanced having high attribute values perhaps created through experience from previous module adventures.
Thnks.
I 've just started to learn the system with the OHM before I begin with the larger and more demanding adventures. Here are some questions and/or thoughts I formed that need confirmation and I would appreciate any help. They cover all apects except "wizardry", which is deferred for a later trial (the characters I use for the time being are of the warrior/hero type only).
1) Grappling participants either use no weapons or the daggers designated for grappling. Are they supposed to drop their weapons before or they still bear them (sheathed if swords for example)? If dropped or left aside do they need a turn to pick them up again?
2) Let’s say that a tackling attacker fails but forces his way into the defender’s space all the same because he is stronger. Is it up to the defender to decide whether he stays in his space and grapple him in his turn or he steps away from his space?
3) Why would any contestant want to engage in grappling while it causes minor loss – 3F or (d6+2)D at maximum – compared with the damage that could be caused by his weapon ?
a) It may be that he is stronger than the opponent and is likely to win the ST, albeit inflicting low losses.
b) It may be that he has to overtake the opponent in order to reach a point behind him.
c) There is a need to remove an opponent away from a guarding point, which is achieved dragging him away.
4) Does the empty hex the defender has to move to while dodging have to be away from the attacker or it can still be adjacent to him?
5) Let’s say the defender chooses to react tackling the attacker who is about to hit him. What is the attacker allowed to do in order to finish his attack afterwards? There are three possibilities depending on the result of the defender’s tackling attempt:
a) He succeeds and enters the attacker’s space. Will the attacker proceed to grapple him finishing his action?
b) He fails but being stronger he takes the space of the opponent forcing him away. The attacker then being in an adjacent hex proceeds to hit him.
c) He fails but he is weaker and goes back where he was and the attacker proceeds to hit him.
6) According to the paragraph about Damage it seems that a combat ends when all the enemies are eliminated, which happens as soon as their damage is equal to or greater than their ST, no matter if some of your characters have already suffered an accumulated damage greater than their ST as well in order to achieve this elimination. They deal with this damage surplus when the combat ends.
7) All skill applications are considered actions carried out in a player’s turn? How for example healing takes place? Do some of the characters possessing Medic ability take a turn performing an action at the combat field when the combat is over to reduce the damage to the acceptable level? Does this turn count in the adventuring time and how?
8) What is meant when “between adventures” is referred to? Are these smaller adventures within the whole big adventure at hand or we refer to the individual modules of the LoAW that can be played sequentially? The latter may be implied, for example, in the beginning of Emerald Twilight (which I got but haven’t started yet) when it is said that the characters need to be advanced having high attribute values perhaps created through experience from previous module adventures.
Thnks.