Dungeons & Delvers 2nd Edition: Level 5 No-Cleric Combat Playtest, Take 4
Yet another playtest with revised numbers and strategies. Here we ran a more normal goblin encounter, with the party being ambushed by twelve of them as opposed to just running into them in a bog-standard dungeon hall.
As a refresher, the 5th-level party consisted of:
- Human fighter using a spear and shield, with Dexterity +2.
- Dwarven fighter using a longsword. Dex is only +1, but has Strength +2.
- Human wizard focused on pyroturgy spells.
- Human rogue with assorted Talents, not all of which are specifically suited for combat.
The goblins got a free round of bow attacks, which inflicted quite a few damage to both fighters (obviously the dwarven fighter was the worst for wear due to a lack of shield). They then surged forth to charge and/or grab onto the fighters, something that surprised Melissa.
The rule was: goblin makes an attack against Defense only, and on a "hit" grabs onto the fighter. Each goblin is a -1 penalty to everything. This counts as an attack so ups the Ganging Up bonus. The goblins were using short swords, which have AP 1 and Close Quarters 1, meaning that they get another +1 bonus to hit (daggers are Close Quarters 2).
- Light: DR 3, AC +3
- Light reinforced: DR 4, AC +4
- Medium: DR 6, AC +5
- Medium reinforced: DR 7, AC +6
- Heavy: DR 9, AC +7
- Heavy reinforced: DR 10, AC +8
- Critical hits inflict max damage and bypass armor DR automatically (but not steadfast DR). This way characters never feel totally safe.
- The Ganging Up bonus will be more beneficial for goblins and other monsters that might prefer swarming characters (such as dire rats).
- When grabbing a creature or climbing on it, the target doesn't get its shield bonus to Defense.
- Adding grabbing rules, as well as the rules for climbing on large monsters that I wanted to add before but never did. So have fun climbing on giants and dragons Dragon's Dogma and Monster Hunter: World style.
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