Strip 634

1st May 2018, 12:00 AM in Cave of No Return
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Zilfallion 1st May 2018, 2:10 AM edit delete reply
Zilfallion
It made the difference of giving a powerful melee attacker another round to hit you. That can be huge.
Otaku 1st May 2018, 11:53 AM edit delete reply
Otaku
Since I struggle to retain what little I know of Pathfinder/D&D rules, does the fact that they literally did a 180 and have their backs to Zero, as well as the archer switching to a blade, matter? I mean, obviously, them not attacking him is pretty huge. The RPG's I've played with detailed combat rules would also consider the other two pretty significant as well. ^^'
Tinskin 1st May 2018, 12:53 PM edit delete reply


no, pathfinder doesn't have anything to handle what direction you are facing. and switching to the blade was just a move action if hes willing to drop the bow.
Otaku 1st May 2018, 2:02 PM edit delete reply
Otaku
Thanks. I hope this does not just come across as me wishing to go on about my preferred RPG system; while I certainly do love talking about it (GURPS), as it was also my first, it affects how I "think" when playing pen & paper RPGs. Since I don't know D&D/PF that well, and often struggle with it simply because it is different from what I know, that means I end up asking stuff in GURPS terms. To give you an idea, since this is a comic strip where character position and all that matters, in GURPS terms it would use the "Tactical Combat" rules. Those are for when you want the kind of detail you get with a map and miniatures.

So, in GURPS, without the right gear, Advantages (Feats), or Skills, you cannot attack targets or defend against attacks that come directly from behind you. Sounds horrible, but Combat Turns in this system are only one second long. Remedying this for someone lacking any of the above just means giving up a turn to turn around. You can turn around and still attack if you don't mind penalties.

Dropping something in your hands is still a free action. If you've got the "Fast-Draw" Skill for the right weapon, you can shave a turn off the time it takes to ready it... relevant here because dropping your bow and switching to a sword is still a thing, even in GURPS. ;) Why I brought it up is that it might make attacking Zero less effective, or maybe not since there wasn't much distance between the former archer and Zero in the first place. Switching to sword would help in terms of defense, though (again, in GURPS terms); it is a lot easier to parry a sword with another sword than a bow. XP

So... none of that is going to matter here?
thecraftyknitter 1st May 2018, 4:22 PM edit delete reply
thecraftyknitter
"Hmmm"
Well since the two both attacked the dire wolf that leaves Zeo with a AoO. I'm gonna guess that he used that to move in close and allow another attack on her. I don't know of any rules that allow that, as you know turn based basically. As a dm I would allow it, if the enemy fails a roll to turn back before the PC can move after the attack.
So say like Zeo is more then say, six or so feet, *it takes a second to make the attack giving another foot* then no the attack and move wont work. However it would work if less then that.
Departure_Dave 1st May 2018, 5:56 PM edit delete reply


DnD/Pathfinder characters have no front or backs, but if the wolf had survived then the bandits could have been threatened from both sides (flanking status). Flanking usually confers a bonus to hit for attackers, and for rogues specifically it also grants a level-scaling damage bonus (Sneak Attack class feature).

Flanking isn't really applying in this case, but the wolf DID buy Zero another turn to attack.
Otaku 2nd May 2018, 9:46 AM edit delete reply
Otaku
I see, thanks both of you (thecraftyknitter and Departure_Dave). I've often struggled to wrap my head around Attacks of Opportunity; seems like it works better if I don't try to think it through. XP Anyway, the part about flanking is interesting because it would help under other rules as well... because suddenly the target cannot easily "Retreat". Capitalized because I'm referencing a specific mechanic; if you can take a 1-yard step back, you can make a Retreating Block/Dodge/Parry. It's only good for a +1 bonus when blocking or Parrying, but +3 to Dodging. All Defenses get the bonus, so long as you were moving away from the source of the attack, so it makes a pretty significant difference.

The other advantage is what I've already said; you've got attacks coming at you from multiple angles, plus more attacks in general. Guessing the Flanking Bonus is another abstraction for such things, to speed gameplay along. Or maybe you'll tell me that it represents something different. XD
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