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Extra info for HARP Martial Law (High Adventure Role Playing)
The Fyrdmen are defending the north gate when a group of 20 Orcs break through. The GM has split his orcs up into groups of 10 for melee purposes. Actions are declared and initiatives determined as follows: Fyrdmen, Orc group 1, and then finally Orc group 2. Brockman and his men attack the Orcs in group 1. The OB for the unit is 101 (the average OBs of the ten Fyrdmen and Brockman). The DB for the Orcs is 95. They roll a 67 for a Total Attack Roll of 73 (67 + 101 – 95 = 73). This results in a hit and an Adjusted Attack Roll of 83 (73 + 10 = 83).
The beserk vaulted over the parapet and led the charge. After him came Bothvar, wielding the halberd of Gunnar, with Agantyr Asmundsson close behind and Hroar almost treading on his heels. ” — Tom Holt, Who’s Afraid of Beowulf 30 Melee & Missile Combat Chapter Five In melee and missile combat, there is more going on than simple attacks with weapons. In a fight participants maneuver. They take advantage of someone’s vulnerabilities. They aim arrows at exposed targets. Its more than a swing-and-a-miss or swing-and-a-hit.
A new group of players with little or no experience in role-playing games running their 1st level characters will behave differently than a 1st level party run by players with 10 years experience in RPGs. The more experienced players will be able to deal with more dangerous encounters than the novice group. In a published adventure, the GM may need to adjust encounters to accommodate his group of players. Most adventurers are written at the “middle of the road” type groups that have moderate experience with RPGs.
HARP Martial Law (High Adventure Role Playing) by ICE