tactics
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[skill_descriptions|Skill Descriptions]] | ||
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| - | ====== Tactics ====== | ||
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| - | Battle tactics are an important part of any combat, especially if a party is outnumbered or outgunned. From planning the perfect ambush to living to fight another day through an organized and successful retreat, tacticians make the best of both great situations and horrible ones to come out victorious. Or at least, not dead. | ||
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| - | ^ Skill ^ Non-Proficient? | ||
| - | | [[tactics# | ||
| - | | [[tactics# | ||
| - | | [[tactics# | ||
| - | | [[tactics# | ||
| - | | [[tactics# | ||
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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' | ||
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| - | ===== Defensive Maneuvering ===== | ||
| - | Defensive maneuvering involves taking advantage of allies and their positions to better defend oneself and one's allies. There are several abilities that go along with a good defensive tactician. | ||
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| - | - For one mana, the character gains one point of force defense for each ally within one meter per degree. | ||
| - | - For one mana, the character grants one point of force defense on one ally within one meter per degree. | ||
| - | - With a successful skill check of two dice per degree, the entire party may retreat together without opponents getting a free attack. | ||
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| - | ===== High Ground ===== | ||
| - | Characters gain "two for trying" | ||
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| - | Flying attacks or attacks from someone levitating count as high ground for attacks, but wouldn' | ||
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| - | Attacks made from the branches of a tree generally don't get a high ground advantage because of precarious footing and branches in the way although the [[hand_eye_coordination# | ||
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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 the standard two dice per degree. Also attacks meant to unseat an opponent, such as jousting, allow for a Skill Check to be unhorsed. Likewise if an damage attack also wins its Win-Loss roll, the opponent is unseated unless they can make a Skill Check, per above. | ||
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| - | ===== Offensive Maneuvering ===== | ||
| - | Through better positioning of the character and their allies, the character is able to lend to or borrow combat, non-combat, and defensive actions from their allies at a rate of one per degree per round. | ||
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tactics.1567358511.txt.gz · Last modified: by dungeonmaster
