2019-01-14 Episode 14

{.right} Halberds and Helmets Podcast Today I used the *Remove Clicks* and the *Compressor* plugins in *Audacity* with the default values to attempt and improve the sound quality. And I edit the file, once again, shortening pauses and removing some uuuhms.

Halberds and Helmets Podcast

Halberds and Helmets Podcast

The topic of the day is combat: surprise, initiative, d30 rule, not using variable weapon damage, shields shall be splintered, formations, protection, targeting, retreating, fleeing. And as soon as I stopped talking I remembered a thing or two I would have wanted to add. Oh well!

14-halberds-and-helmets.mp3

Links:

2013-07-02 Initiative

2016-03-24 Initiative, Combat

2009-07-30 Order of the d30

New D&D House Rule, effective immediately

2012-07-13 Space Requirements

2015-09-10 Combat using Two Rows Per Side

Halberds and Helmets

page 12

​#Halberds and Helmets Podcast

Comments

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Things I wanted to mention:

I really should double check the weapons and their space requirements. See 2018-12-25 Episode 07.

2018-12-25 Episode 07

– Alex Schroeder 2019-01-15 09:29 UTC

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danke fuer die podcasts! habe (noch) nicht alle gehoert, die bisherigen haben mir sehr gefallen. inhaltlich und auch “sprachlich”. gut finde ich immer eigene erlebnisse, wie “bei dem und dem spiel haben wir das erlebt, ich so gehandelt.”

– Chris 2019-01-15 14:45 UTC

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Heh. Und Intro Jingles mit Pocket Operators selber gemacht. 🙂

– Alex Schroeder 2019-01-15 16:20 UTC

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ja, super, PO!

– Chris 2019-01-15 16:23 UTC

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I’m curious about the “can’t pick individual targets” rule. Is that from anywhere, or something you came up with yourself? I can see how it would speed up combat considerably and I’m intrigued by it. But at the same time my players seem to enjoy a little bit more tactics to their combat, so we tend to put some counters on a hastily scribbled map when a fight breaks out.

– Kars 2019-05-10 10:16 UTC

Kars

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Good point. I don’t remember reading this anywhere. I probably did, though. There is nothing new under the sun. As for reasons: For one, it seemed unfair that players should be able to protect each other but monsters could not. At the same time I didn’t want to think about what monster was protecting or not protecting somebody. Players would always gang up on monsters everybody hitting the same target until I started wondering about space and I didn’t want to bother with that. I also didn’t want to bother with a battlemap, either as an actual map with tokens or just pencil scribbling with arrows and letters standing in for characters and all of that to check who could hit whom. That would also have meant that I needed to know which monster on the map matched which hit point total in my notebook. All of that gets really complicated really fast when the party is 20 people and there are 30 monsters, for example. I think that’s why I started optimizing everything for speed.

– Alex Schroeder 2019-05-10 15:34 UTC