Lead Adventure Forum

Miniatures Adventure => Fantasy Adventures => Topic started by: Commander Carnage on November 13, 2018, 04:35:47 PM

Title: For those who play Spellslingers and Sellswords
Post by: Commander Carnage on November 13, 2018, 04:35:47 PM
How do you handle carrying an out of action companion in your games?
Title: Re: For those who play Spellslingers and Sellswords
Post by: dar916 on November 15, 2018, 08:53:11 PM
1.  May spend one action picking up a fallen comrade. 
2.  May not shoot.
3.  May not use magic.
4.  Melee fight at -2 (if they win, they back away 1" rather than do dmg).
5.  Move is -1" for every level of armor worn by OOA char (may spend an action stripping 2 levels of armor off of OOA character),
6.  May drop comrade for free at any time.

Post-game - out of action guys lose their equipment traits (except armor, unless comrade was stripped)

-dar
Title: Re: For those who play Spellslingers and Sellswords
Post by: dar916 on November 15, 2018, 08:56:07 PM
almost forgot - may not do combat dodge, etc if shot at, but also no DL penalty for being shot - I figure your OOA character somewhat protects you in this regard....
Title: Re: For those who play Spellslingers and Sellswords
Post by: Argonor on November 15, 2018, 10:28:14 PM
Is that your house rules, or are they in an expansion I don't have, mayhaps?  o_o
Title: Re: For those who play Spellslingers and Sellswords
Post by: dar916 on November 16, 2018, 04:35:54 PM
Those are my house rules (since the rulebook doesn't describe how to handle figures that are completely out of action - which creates issues if the scenario requires you to leave the tabletop).  They seem to work pretty well, but would be curious to know how others handle that situation.

I use quite a few house rules for the "campaign" section as well as there are a few gaps (when is gained XP spent? what exactly do you do with OOA chars - the chart in the book is geared toward OOA chars still on the table) and i'm working on other "post-game/in-between-game" activities (as that section reads like it was a little rushed and is too generic for what I am doing).

For anyone reading who might be doing research/considering playing, do not take the above as criticism.  The tabletop rules, activation and the deck mechanics are superb and have really inspired my solo-gaming (and do a great job of inserting tension and uncertainty).  And the activation deck is easily customizable for home-brew scenarios.

It is a great game.
Title: Re: For those who play Spellslingers and Sellswords
Post by: Commander Carnage on November 16, 2018, 06:43:35 PM
Excellent suggestions, I halved the movement of the carrying character unless they have the strong trait in which I apply a -1" penalty. Your ideas account for combat and armor which I hadn't considered.
For characters that have a movement penalty from being hurt I allowed an unhindered character to help them move as well.