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Post by Zyraen on Sept 2, 2019 21:43:14 GMT 8
For following, note that
First post that starts with "Preamble" is basically the core rules. Withholding information might make the gameplay seem adversarial, especially as the GM can access all of the information of the players by looking at their character sheets or asking for their bonuses and defenses, but the players cannot. Withholding information also diminishes the value of Signature abilities, which players have paid significant upgrade points for. Not providing details of an ability that a character is subject to might cause players to not realise that if they might suffer worse effects for failing a saving throw, such as progressing from being dazed to stunned, or in a more extreme example, being unaware that a gaze from a cockatrice/medusa which slows or immobilises can worsen into petrification. Also, without clear guidelines as to what the enemies are aware of, gameplay may be held up as players argue there is no way a certain enemy can realise which character is using a certain ability or what is the end condition, so on so forth, which further degenerates gameplay into an adversarial exercise.
Second post that starts with "Is the NPC Tough, Quick, Mentally Strong?" is optional, and typically only use this if players request / often ask. One might also consider the second half if an adventure prescribes an opponent that constantly is aware of what the player characters are up to.
Third post on monster knowledge is optional but recommended if it will be relevant.
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Post by Zyraen on Nov 4, 2020 13:04:46 GMT 8
Preamble
Generally speaking, in a combat there are two groups battling against each other, assume that each side shares information uniformly. If there are more than two groups, assume each group shares information uniformly within itself.
You can also assume that on the NPC (ie enemy) side have generally similar attack bonuses and defenses.
For purposes of following notes, passive feats/item effects that always apply are assumed to be incorporated into all the defenses, attack rolls, damage rolls.
Whenever the below section refers to an ability, it also applies to feats / item benefits. This allows a smoother read.
The following assumes that the enemy are of average intelligence. Animals have below average intelligence but can still easily perceive effects such as bloodied, unguarded/unaware, marked, and who is using an ability.
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Attack and Damage Rolls
Each creature knows his d20 roll (notably attack roll) and his total attack score. Before attacking, a creature who is not blind (or otherwise unable to see) is also aware if there is any concealment and any cover between himself and his target(s). When attacking, a creature knows if he hits or misses, but does not know the value of the target's defense (ie AC FRW).
Critical hits are always visible to all who can perceive it.
When damage is dealt, both the attacker (and his group) and the target (and his group) know the damage dealt. This is true even if the target is killed / knocked unconscious as a result of the damage. This also means in a typical 2-group fight, everyone always knows the damage dealt by each combatant.
Resistance to damage is visible at the point that damage is dealt, and becomes apparent to all who can perceive it. THP - or lack thereof - is also visible.
Because damage is known to both sides, it is generally recommended that the GM can tell the players which creature has "taken the most damage" or they declare that is what they will be aiming for and the GM resolves accordingly.
Note that the bloodied (ie visibly injured, at 50% below or lower) status is visible to all as long as the creature is visible. Players are to declare when they are bloodied, and likewise GM as and when an NPC becomes bloodied.
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Armor and Shield Visibility / Target Prioritisation
Combatants that can see each other can immediately discern whether a creature is unarmored, or wearing light armor or heavy armor, in decreasing priority of targeting.
In addition, any ability (or item, or feat) that provides an active shield bonus is visibly discernible, and adjusts the priority by 1 step for each +1 bonus. So an unarmored character with a +1 shield bonus is given the same priority as a lightly armored character with no shield bonus.
Note that targeting priority is not only based on defenses, it is also dependent on which creature is bloodied, which creature is (or can be) unguarded against the attacker, and in some cases whether the attacker will need to provoke OAs / disobey marks to attack someone else.
All other things being equal, target prioritisation is based on highest damage dealer. Once a character uses a healing ability, taking out that character (aka the healer) usually becomes the highest priority for NPCs.
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Abilities / Feat / Item Benefits
Whenever a creature uses/benefits from an ability (or item/feat) - including a self-buff ability or a heal - consider that ability "played", so dealt as a card to the table. This is visible to all creatures that are aware of the user/beneficiary from it, and they become aware of ability's effect and its duration/ end conditions (if any).
For avoidance of doubt, if a creature cannot be seen by all enemies (due to being invisible, or around the corner, or all enemies being blinded) but is not hidden, when it uses an ability on itself (or a similarly unseen creature), the enemies know an ability is being used but do not know what it is. If however the ability is used on a visible creature (or directed at a visible area/zone), then it is known. Also, if a previously unseen creature becomes visible and has an effect persisting on it, that effect becomes known, ie "played" to the table as enemies can see it now. A hidden creature obeys the same rules except that enemies do not know when it uses an ability, or who activated the ability if its effects are later made apparent/visible (though they may deduce so by elimination).
Often an ability indicates "Sec Trait", meaning the enemies do not know its magnitude. In which case NPCs will use their own Sec Trait rating for reference, which is usually their Initiative bonus.
Sometimes a creature may decide not to use their interrupt initially, and after the hit is secured, the attacker may use a free action to increase damage and/or apply an effect, such as dazed, prone, immobilised, etc. This is equivalent of playing the ability onto the table, and thereafter the target (or the target's party) may then decide to use an interrupt to (try and) turn that hit into a miss. See the next section on interrupts/free actions.
Usually the magnitude of a Healing is not known to the enemy group, although it is visible. They do not know the Traits involved, nor the value of d6s rolled, but they can tell the feats that have come into effect as a result. They can also tell if the character that was healed is still bloodied or otherwise. Note Heal has a special 2/Encounter clause on its card, typically NPCs do not act on this, since Willpower exists and from L11 up there is also Extra Heal feat.
Generally speaking, if a character that was healed has not acted yet, the enemies may ignore that character. This is mostly in the expedience of "fun", and to help ensure that a character does not repeatedly get hammered down to unconscious each time he is healed and keep losing his turn ; in any case with the proper use of delay and/or ready, this should not happen for experienced parties. It is also tactically more sound for the enemies to go after the healer first. That said, certain enemies - especially who that frequently observe the characters in combat - may ignore this and choose to take out the just-healed character first, typically including the character in area, blast, or burst attacks.
Tanks often use their CM Mark, but their punishing ability - Assault, Bodyguard, etc - is on a separate ability card. This means that although the enemy is aware that the Tank has used Mark, the enemy is not aware what punishment the tank will use, until it has actually been used at least once.
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Using Signature Interrupts/Free Action Abilities
The following two cases are similar and meant to facilitate usage of interrupt/free action abilities that are Signatures. It should never be used to "fish" for target attack bonuses or defenses, hence in general asking the question commits the person asking into using the ability.
a) When considering whether to use an interrupt/free action that can turn a hit into a miss, a creature knows if using it (and hitting where required) will be sufficient to turn a hit into a miss. He does not know the triggering attack's total, though the GM can choose to disclose it.
b) When considering whether to use an interrupt/free action that can turn a miss into a hit, a creature knows if using it (and hitting where required) will be sufficient to turn the miss into a hit. He does not know the target defense, though the GM can choose to disclose it.
For avoidance of doubt, whether a free action Signature/Interrupt would reduce a creature to 0 HP, that would not be known to the attacker unless GM decides to disclose (possibly with an Insight check).
Note that interrupts/free actions can be used against each other, such as Heroism adding a +6 attack bonus turning a miss into a hit, then the defender activates an Interrupt to use an SM2 Shield causing it to miss. In such a case, even if Heroism has "Reliable", it is used up - the act of using Heroism has caused the enemy to use an interrupt ability that he would not have otherwise used, which did change the outcome.
Also note the last side to be able to "interrupt an interrupt" is the attacker's side, so the aggressor always has the advantage. Extending the earlier example where the defender uses his SM2 Shield, the attacker (or his ally) can use an interrupt to try to activate a dazing ability (fizzling the Shield since it denies the action) or an ability that counters the Shield effect (say Counterspell), and this "interrupt of a defender's interrupt" cannot be stopped by an enemy interrupt. Note this constraint only applies to interrupts, and does not apply to OAs/free action/no action usages such as applications of Willpower.
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Working with Tanks and Suggested Attack Thresholds
Generally speaking, whenever possible a marked creature wants to obey its mark. This is due to the fact it applies a -3 or -4 penalty to attack rolls if not against its marked target (the marked creature knows the value), AND also allows the tank to use OAs / interrupt against it, which can be very detrimental to being able to hit.
That said, certain factors may change this.
An enemy can perceive that a creature is using the total defense action, thus granting it a +2 to all defenses. If Defensive Wpn/Imp etc is in play, that bonus is +2 in addition to that, possibly causing the attack against the tank to "break-even" against simply attacking someone else. An enemy can also perceive that the creature is using a defense up ability, say an SM1, which also may give it less incentive to attack the tank. Insubstantial (or other effects) tanks might have active can also be a huge deterrant for attacks. But in all the above cases, there is still the OA it might provoke and/or the (often initially unknown) mark punishment.
If in doubt, usually the creature will attempt to attack the tank. Typically if it misses with a 13, or misses with an 11 plus flank/unguarded, it (and most of the NPCs, since they share similar attack bonuses) will ignore the Tank while it has those special defenses/effects up. A GM may use higher thresholds to lose interest if he wishes.
There are two "general" strategies the GM can use when running a group of enemies, of which only a subset (typically 1 or 2) is marked by the tank. Note that in both cases, the tank fulfills the responsibilities of his role.
1) The marked creature(s) starts by attacking the tank. If he hits the tank, and manages to get in damage and a reasonable accuracy, the rest can focus on the tank to drop him while his THP is expended. If he misses, the rest ignores the tank and takes out the rest of the party.
2) The marked creature(s) goes last, with his allies first attacking the tank. If the tank is knocked unconscious or otherwise pushed/pulled/slid out of line of effect from the marked creature(s), the marked creature continues unaffected by the mark. If the tank is injured by the rest and/or proves reasonably easy to hit (possibly on certain FRW), the marked creature(s) aims to finish the tank off. If the tank is dazed/blinded or otherwise unable to enforce the mark punishment on the marked creature(s), the marked creature(s) has more options to decide whether to obey or disobey the mark, typically taking the -3 to -4 attack penalty but not much else.
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Post by Zyraen on Nov 4, 2020 13:06:49 GMT 8
Note: Most enemies in UB have a relatively narrow band of defenses, so the following is optional, up to GM. =====
"Is the NPC Tough, Quick, Mentally Strong?"
This is most often queried by player characters who wish to know which of Fort, Reflex or Will to target. The following assumes that the inquiring character can see the creature in ideal lighting conditions with no cover (if not ideal, see cover/concealment modifiers).
A character can use a swift action to discern this using an Insight check. A character can use his passive insight if the creature is adjacent to him, otherwise he may not.
Generally speaking, the DC is 16. The following modifiers then apply. - Cover and concealment each applies a -5 penalty. These two stack and do affect passive insight applications. Superior cover or total concealment (which includes illusions that completely mask the creature) makes the insight automatically fail. - If the creature is not adjacent to the one using the Insight check, for every 3 squares (15') that the creature is further away by (round up), the check takes a -3 penalty. So a creature that is 7 squares away applies a -9 penalty to Insight. - If it is a common creature, DC is reduced by one step ; if it is a rare creature, DC is increased by one step. - Being a Solo causes difficulty to go up by 1 step. - If the creature is physiologically different from the character - such as being a dragon, or a non-humanoid - the difficulty goes up by 1 step. Ghosts etc are a subjective case-by-case reference. - If the creature has a face/head that is completely covered (a triangular bandit mask does not count, but full helm does), it increases difficulty by 1 step. If the observer cannot even tell where the face/head is, it increases difficulty by 2 steps (this does not stack with covered face/head). - If the creature is well versed in subterfuge/deception (not referring to skills), it may go up by 1 or 2 steps. Failing the Insight DC on such a creature by more than 1 step may result in misinformation at GM's discretion.
The GM can always simplify the above to suit his needs.
Note that Monster Knowledge (see next post if GM is using it) may provide information, but it is general information. For example, one may know that goblins are typically quick (have high Reflex) and more likely to be tough (have med Fort) than strong willed (ie have low Will), but it does not mean it applies to every single goblin. What might be characteristic for the goblin slinger may not be true for the goblin shaman.
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For easier reference, note the DC steps are 8 12 16 20 25 30 35 40 (etc etc)
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"Is the Player Character Tough, Quick, Mentally Strong?"
Conversely, the following may come up, though in practice it will be rare, since most NPCs do not have options to target multiple FRW defense.
Generally, if an NPC has been watching the characters fight for 5 or more times, it will be aware of the relative FRW profile (which highest, which lowest) for each and every one of them, and likely of all their abilities etc up to that point. In the case of a single-session adventure (such as a scenario or module), if the NPC has observed at least 2 fights since the start of the adventure, it will be aware of their FRW profile, but only aware of the abilities (and feats/items) that they have actually used/benefited from.
An extended meeting or hosting may also provide the same effect as watching a fight, provided the NPC is physically in the presence of the characters. So if a host provides a month-long stay for the characters but is always physically not present, he does not become aware of their profiles (unless of course, a subordinate reports the details to him)
In combat, NPCs use the general guideline - Light Armored Characters probably have low Physique/Fort. If they are shady and sneaky they have high Finesse/Reflex, if outgoing and outspoken they have high Influence/Will - Heavy Armored characters probably have low Finesse/Reflex, and always have high Physique/Fort - Unarmored Characters have a lack of armor, making it easy to see if they have higher Physique/Fort or higher Finesse/Reflex. A creature adjacent to an unarmored character immediately knows which is the poorer of the two defenses (but cannot tell if it is the lowest of all three).
If need be (and only if need be), you can use the Insight rules that players use, with following adjustments - Mooks have DC 25 for Insight, Standards have DC 20 for their Insight, Elites and Solos are DC 16 for their Insight. ( Minions are not allowed to make Insight checks) This of course assumes they have similar base Insight values. - If the creature is physiologically dissimilar to a human, increase the DC by 1 step. Note while a dragon takes such a penalty, a ghost that was once human does not. - A player character has Influence equal or higher than the NPC's Sec Trait (ie initiative), increases the DC by 1 step. - A player character has a high Bluff/Deception/Performance check increases the DC by 1 step. The GM may add skills to this list based on what is in his game, but in any case it never increases by more than 1 step. - A player character that has made effort to disguise itself is treated as having concealment, so -5 penalty (and if it is fully in an illusion that the NPC cannot see through, the attempt automatically fails)
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Post by Zyraen on Nov 4, 2020 14:04:34 GMT 8
Monster Knowledge
Monster knowledge checks provide general information about a creature based on its race/species. Typically the following skills are used for following based on fantasy tropes, but it may vary based on setting and skills available
- Arcana : Elementals (earth/fire/air elemental etc), Fiends (devils, demons etc), Magical beasts (dragons, phoenixes, wyverns etc) - Dungeoneering : Abberations (brain eaters, eye tyrants, oozes, etc) If there is no Dungeoneering, use Arcana for magical creatures (brain eaters, eye tyrants etc) or Nature (fungal creatures, oozes, etc) - Nature : Animals (wolves, lions, etc) and natural humanoids (elves, goblins, giants, trolls, etc) - Religion : Undead (skeletons, zombies, revenants ), Celestials (angels, devas etc)
Making a monster knowledge check is a free action, on the first turn in which a character can act. So if a character goes after the enemies' first turn, his monster knowledge does not apply until after the monsters have taken their turn. Unlike perception and insight, note that monster knowledge checks cannot be re-attempted in the heat of combat.
The base DC for Monster Knowledge is 16 - If it is a common creature, DC is reduced by one step ; if it is a rare creature, DC is increased by one step. - Being a Solo causes difficulty to go up by 1 step. - Cover and concealment each applies a -2 penalty that stacks. Superior cover or total concealment (which includes illusions that completely mask the creature) makes the monster knowledge automatically fail. - Note if the character glimpsed the creature (typically if it acts before the characters) but is unable to see it at the start of his turn (due to being blinded etc), he takes a -10 penalty, but does not automatically fail ; but because monster knowledge checks cannot be re-attempted in combat, he might decide to wait until he can look at it to jog his memory. - If being told about a creature from someone else, without ever having seen it before, typically the one making the check takes a -10 penalty and difficulty increases by 1 step. It takes beating the base DC to even realise its name. Note failing a check in such a circumstance (out of combat) does not disallow another roll when one actually sees it. - If the creature is more than 10 squares away, the Monster Knowledge check takes a -5 penalty. If it is more than 20 squares away, it may not be used. - At GM's discretion, some information may be freely given as an auto success, typically after the creature has used its notable abilities.
Beating the DC uncovers the creature's name and 1 useful piece of information. The GM may volunteer the information, and/or receive a question.
Beating the DC by 1 step uncovers the name and 3 useful pieces of information (typically most of the information).
Beating the DC by 2 steps uncovers the name and all the information pertaining to that race/species.
Note that asking which is its lowest FRW is considered 2 pieces of information, composed of "Which is its highest FRW?" and then followed by "Between the remaining two, which is the higher/lower?"
( as a repeat of earlier ) Note also that monster knowledge is general information pertaining to that race/species. For example, one may know that goblins are typically quick (have high Reflex) and more likely to be tough (have med Fort) than strong willed (ie have low Will), but it does not mean it applies to every single goblin. What might be characteristic for the goblin slinger may not be true for the goblin shaman.
The GM may always at his discretion decide to volunteer extra information (typically defenses) in the interests of moving the game along.
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