We are in a forest fighting beastmen. If we do not win here we will simply die. Margret does not have the skills to make it out alive if the battle goes badly hence it makes sense to take the high risk option, because she is dead anyway otherwise, it just takes slightly longer.
I can turn the argument around and say that even if we win it, we are probably badly wounded, which is as good as dead, especially if we lose limbs.
If fire support doesn't work, the chances of running away are definitely still greater than getting into melee range of a minotaur when MC is a 16 year old engineer girl who only has training to run.
A note on this: Tutorial styled content isn't something I'm going to particularly do even for some of the more weird systems I have in mind as we progress deeper into the quest, especially if it involves danger.Apart from that, if I had known beforehand that we would skip the tutorial fight and go straight to the boss fight, I would have been against this action. What would have happened if we went alone? Where are the 3 Ungor spearmen that I expected as enemies? If we do this ever again (and I'm not sure we should), we will need more preparation time. (of course this only matters if we get out of here in one piece)
It's a best place to go for a very enthusiastic walk.
A note on this: Tutorial styled content isn't something I'm going to particularly do even for some of the more weird systems I have in mind as we progress deeper into the quest, especially if it involves danger.
This was a pretty luck dependent action. This could've been hunting small packs of scattered beastmen in fives and tens or it could've been stumbling into a full warherd several hundred strong depending on the dice involved. The Forest of Shadows, and by extension Ostland, is just that level of dangerous. I won't pull punches if the setting's timeline, plot threads, or dice decide to throw them because it both doesn't fit the setting and I think doing so would rob you the players of moments that kind of define character arcs and really make stories.
Shooting at it from a distance won't incur any penalties its just if you fail particularly badly you may shoot Alric in the process. As for rolls during the charge: You'd be rolling the same thing you did to shoot the shaman, Gromdottir is light and small enough to be reasonably used in that kind of close combat where you don't (and can't) block or parry at least.Hey @adwarf , does hanging back and shooting into Alric's fight with the Minotaur impose any penalties on our roll, or does its size prevent that?
Likewise, is charging it just a normal shooting roll, or would we be rolling something else?
Shooting at it from a distance won't incur any penalties its just if you fail particularly badly you may shoot Alric in the process. As for rolls during the charge: You'd be rolling the same thing you did to shoot the shaman, Gromdottir is light and small enough to be reasonably used in that kind of close combat where you don't (and can't) block or parry at least.
Gotcha.Shooting at it from a distance won't incur any penalties its just if you fail particularly badly you may shoot Alric in the process. As for rolls during the charge: You'd be rolling the same thing you did to shoot the shaman, Gromdottir is light and small enough to be reasonably used in that kind of close combat where you don't (and can't) block or parry at least.
Will charging in inflict any penalties on the Minotaur/bonuses for Alric? If so, I still think our odds of success, and thus survival, are better if we charge in.Shooting at it from a distance won't incur any penalties its just if you fail particularly badly you may shoot Alric in the process. As for rolls during the charge: You'd be rolling the same thing you did to shoot the shaman, Gromdottir is light and small enough to be reasonably used in that kind of close combat where you don't (and can't) block or parry at least.
You'll need to follow through with it to find out.Will charging in inflict any penalties on the Minotaur/bonuses for Alric? If so, I still think our odds of success, and thus survival, are better if we charge in.
Don't panik just yet about this whole encounter, anyway. We have like, 40 dudes numerical advantage atm. Unless beastmen reinforcements are particularly dire, we'll prolly live.
Unfortunately, you're underestimating the importance of morale here. All those bodies won't do us any good if they focus more on fleeing than killing, except maybe as distractions. With the number of casualties the Road Wardens have suffered so far, they probably aren't far from breaking.Don't panik just yet about this whole encounter, anyway. We have like, 40 dudes numerical advantage atm. Unless beastmen reinforcements are particularly dire, we'll prolly live.
That's why I primarily worry about Alric dying in full view of his entire outfit, lol. They aren't fleeing yet, and that is prolly the most important thing to stop them from fleeing.Unfortunately, you're underestimating the importance of morale here. All those bodies won't do us any good if they focus more on fleeing than killing, except maybe as distractions. With the number of casualties the Road Wardens have suffered so far, they probably aren't far from breaking.
Respectfully I don't think the level of risk was communicated as well as it could have been, not in what information was conveyed but in how it was presented. The option was placed right next to one that was more suicide attempt than reasonable idea. As such, the option seemed a whole lot safer than it truly was. It's the same psychological principle behind why high-end restaurants have ridiculously overpriced items on their menus to get people to buy merely overpriced food.This was a pretty luck dependent action. This could've been hunting small packs of scattered beastmen in fives and tens or it could've been stumbling into a full warherd several hundred strong depending on the dice involved. The Forest of Shadows, and by extension Ostland, is just that level of dangerous. I won't pull punches if the setting's timeline, plot threads, or dice decide to throw them because it both doesn't fit the setting and I think doing so would rob you the players of moments that kind of define character arcs and really make stories.