Here are some thoughts on the issues posed in the main thread:
1. If two characters in front in a ten foot hall want to try to form a shield wall, that is doable. If all the characters are going to do is concentrate on maintaining a wall and not fight, I'll give a +4 AC bonus to the shield-bearers (that's from a rule specifically for shield walls in another C&C supplement). If they're in front fighting as normal, but just happen to have shields, they'll get a +2 situational bonus to AC.
2. Players behind the two in front will have partial cover against ranged attacks, due in part to the shields and also to the bodies in front of them. Those further toward the rear will have more cover. Probably 1/2 cover for the front people and 3/4 for the back row.
3. Players shooting from the rear-most ranks will have a situational modifier that reflects the fact that they are fifteen or twenty feet and have 6 people or so in front of them. This depends on where the enemy is. For a distant enemy, there may not be a penalty since the enemy is in full view. As the enemy nears, it may have 1/4 cover. If the enemy is engaged with the people at the front of the shield wall, the enemy will have at least 1/2 cover against ranged attacked from the back rows and the risk of hitting a friendly target increases.
4. The general rule is that you need a weapon with reach to attack past another player in front of you. I tend to relax that when it makes sense. The people immediately behind the shield bearers can attack the enemy with melee weapons, though at a -2 situational modifier to reflect the fact that they're having to try to get their own attacks through the shield wall. If the shields are between the enemy and the group from the enemy's perspective, they're also between the enemy and the group from the player's perspective.
Other situational modifiers (usually a +2 or -2) will be applied depending on the circumstances. For example, if Nod is trying to shoot from Baldhart's shoulder, while Baldhart is trying to thrust her sword through the shield wall, that's probably a -2 situational modifier to reflect sitting on top of an individual engaged in active combat. If Baldhart keeps still so that Nod can get a steady, shot, then no modifier.
If people want to try to do things via a SIEGE check to add bonuses or counter penalties, etc., just let me know. Remember, the SIEGE check mechanic is there precisely so players can try to do creative things.
1. If two characters in front in a ten foot hall want to try to form a shield wall, that is doable. If all the characters are going to do is concentrate on maintaining a wall and not fight, I'll give a +4 AC bonus to the shield-bearers (that's from a rule specifically for shield walls in another C&C supplement). If they're in front fighting as normal, but just happen to have shields, they'll get a +2 situational bonus to AC.
2. Players behind the two in front will have partial cover against ranged attacks, due in part to the shields and also to the bodies in front of them. Those further toward the rear will have more cover. Probably 1/2 cover for the front people and 3/4 for the back row.
3. Players shooting from the rear-most ranks will have a situational modifier that reflects the fact that they are fifteen or twenty feet and have 6 people or so in front of them. This depends on where the enemy is. For a distant enemy, there may not be a penalty since the enemy is in full view. As the enemy nears, it may have 1/4 cover. If the enemy is engaged with the people at the front of the shield wall, the enemy will have at least 1/2 cover against ranged attacked from the back rows and the risk of hitting a friendly target increases.
4. The general rule is that you need a weapon with reach to attack past another player in front of you. I tend to relax that when it makes sense. The people immediately behind the shield bearers can attack the enemy with melee weapons, though at a -2 situational modifier to reflect the fact that they're having to try to get their own attacks through the shield wall. If the shields are between the enemy and the group from the enemy's perspective, they're also between the enemy and the group from the player's perspective.
Other situational modifiers (usually a +2 or -2) will be applied depending on the circumstances. For example, if Nod is trying to shoot from Baldhart's shoulder, while Baldhart is trying to thrust her sword through the shield wall, that's probably a -2 situational modifier to reflect sitting on top of an individual engaged in active combat. If Baldhart keeps still so that Nod can get a steady, shot, then no modifier.
If people want to try to do things via a SIEGE check to add bonuses or counter penalties, etc., just let me know. Remember, the SIEGE check mechanic is there precisely so players can try to do creative things.
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Valar Lord