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tactics [2019/08/15 01:57] – dungeonmastertactics [2019/12/30 06:08] (current) – removed dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[specific_rules_skills|Specific Rules of Skills and Magic]] 
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-====== Tactics ====== 
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-^ Skill ^ Non-Proficient ^ Roll Type ^ Effect in a Nutshell ^ Mana? ^ 
-| [[tactics#ambush|Ambush]] | Yes | None | Two dice per degree added to initiative with proper preparation | No | 
-| [[tactics#battlefield_maneuvering|Battlefield Maneuvering]] | No | None, Skill | One defensive die per ally within two meters; each additional degree can give a nearby ally the same benefit; Two dice per degree Skill Check allows a party to retreat with no free opposing attack | No | 
-| [[tactics#mounted_combat|Mounted Combat]] | No | Skill | When first action is a mounted movement, second attack is plus two dice per degree | No | 
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-===== Ambush ===== 
-When having at least five minutes to prepare, each member of the character’s party gets one die per degree added to initiative. When having at least thirty minutes to prepare, each member of the character's party gets two dice per degree added to initiative. If a member of the opposing party has the read environment perception skill, the advantage is halved, rounded up. 
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-===== Battlefield Tactics ===== 
-When facing enemies in groups of twenty or more of small-sized races or larger, all members of the character’s party automatically get an extra die of defense per degree of the character. A successful skill check means that a party may retreat without opponents getting a free attack. 
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-===== Mounted Combat ===== 
-When the first action is a movement and the second action is an attack, the attack is done with a bonus of two dice (for proficiency) plus one die per skill degree. 
  
tactics.1565834237.txt.gz · Last modified: by dungeonmaster