This is an old revision of the document!
Table of Contents
Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions
Tactics
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.
| Skill | Non-Proficient? | Dice Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Ambush | Yes | None | With proper preparation, one or two dice are added to a party's initiative dice | No |
| Defensive Maneuvering | No | None, Standard Skill Check | Defensive benefits to the character; defensive benefits to allies; tactical retreat | No or One per character |
| High Ground | Yes | Standard Defense Roll, Standard Damage Roll | Characters with an obvious high ground advantage gain dice to appropriate attacks and defenses | No |
| Mounted Combat | No | Standard Skill Check | When first action is a mounted movement, second attack is plus two dice per degree | No |
| Offensive Maneuvering | No | None | The character can lend to or borrow combat and non-combat actions from allies up to one per degree per round. | One |
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 Discernment skill, the advantage is halved, rounded up.
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.
- 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.
High Ground
Characters gain “two for trying” plus two dice per skill degree for having a tactical high ground advantage versus opponents. This applies to all attacks and defenses that make sense, from extra damage on attacks to defenses versus archers' arrows. Cognitive attacks generally aren't affected one way or another. Emotional attacks generally aren't affected with the exception of fear attacks.
Flying attacks or attacks from someone levitating count as high ground for attacks, but wouldn't generally gain the same defensive advantages as someone on a high wall or somewhere that the ground helps protect them.
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 Balance skill could negate that penalty, and some weapons like rifles, blowguns, or slingshots might not be affected either because of their nature.
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.
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.
