My poor delver is stuck in Buffalo Castle and can't get out, unless he battles a small army of giant rats (six of them).
They have a total of 18+66 in combat!
How on earth would you stunt that in order to survive? If it's about a SR or get a round full of hits my poor delver is just as dead as in a straight fight. I had really gotten a good stash of treasure this time and it was a moment of despair when the monster guarding the exist showed it was six 3+11 monsters!
I guess I'm dead, but still, give me some ideas for stunts in this kind of situations!
Koraq, please post your character's attributes, armor, weapons, and any magic weapons, armor and/or devices your character has. Suggested Stunt SR might be easier to come up with with knowledge of the character and what he can do.
In solos, and especially in Buffalo Castle (a solo of "limited scope" ), sometimes there's not a lot of options available, and the situation you're in is kind of a "rotten trick." (I've had to deal with that "rotten trick" many times, especially in the form of that d@mn octopus, which I hate with all my heart and soul).
One other note: I've mentioned before that I believe Buffalo Castle was made under earlier T&T edition rules, and has never been updated for 5e... to some degree the designers felt it was unnecessary because 5e has higher dice levels for the weapons. I've found that to not necessarily be so!
If you play with 4e (or earlier) rules (under which Buffalo Castle was most likely written), monsters get 1/2 their MR in adds only on the first round of fighting, and 1/4 each round thereafter. Assuming these are MR monsters (I'm not sure), then on the second round (if you survive), they would have a total of 18 dice plus 33 adds... I don't know if that helps much or not, but it's a start while we're waiting for you to post your character information.
EDIT: You noted that you had a "good stash of treasure" this time. If that's just money, then that may not be particularly helpful, but if any of that treasure is magic stuff, check your bag for something that might help! Not wanting to use that Potion that doubles your Strength (so you can save it for later) is understandable, but it won't help you later if you're dead now!
Plan A: Throw food! You should be able to distract at least some of them, especially if the food is strongly scented.
Plan B: Find a doorway or similar, and reduce the number that can come at you at once. Use the terrain to your advantage.
Plan C: If you are carrying a cloak, blanket or other large piece of sturdy fabric, toss it over a few of them. It won't stop them for long, but it will keep a couple out of combat for a round or so.
Plan D: Flask of oil? Torch? Impromptu wall of fire! Even the torch alone may scare one or two of them away briefly.
Plan E: Fly, climb the walls, turn yourself into a pigeon; generally speaking, get off of the floor! From high above, pelt them with hurty things. Or just get out.
One or more of these should be possible. Work out what effect the one you choose would have (a cloak might incapacitate two rats for one round, for example), and how hard it would be to pull off - say a L1 SR on DX to cover the rats, and another DX SR to stab each of them through the cloak for unhindered damage while avoiding the remaining 4. You won't do any damage to the 4 in that round, but you're not likely to have any further trouble with the 2 you cover.
I'd say combine the food and fire ideas. Although with a CHR of 6, maybe tearing off your clothing would work... ;D
Light a torch or two, if you haven't already. Throw the provisions and see how many of the rats are distracted. Try to scare any remaining rats away from you (and towards the food) with the torch(es). Fight any that remain, or try to outrun them - remember, SPD is *not* running speed, it's reaction speed, so if you get past them, run like the wind!
Level of SRs:
* Throwing the food: I'd treat this as not requiring a SR. * Rats going for the food: L1SR vs LK. I think that they would be fairly interested in 'safe' food, so level 1 should be about right. Maybe roll D6 to see how many go for the provisions. * Scaring the rest with fire: L1SR vs LK or DX. Again, if there's easier pickings, in the form of your provisions, they are less likely to brave the flames. Roll D6 again to see how many or the remainder are scared away. * Alternatively, make it a single SR against LK for the whole manoeuvre. Success means that you get past them, failure means something else. Perhaps missing the roll by x means that you have x rats still to fight, with a critical failure meaning that they all ignored your diversions.
You could make the SRs harder (although I wouldn't go above level 2), or against other attributes, but that's kind of how I'd play it out.
mahrundl nice post - just shows how open T&T is as a rulesset - I like the way one can 'brew up' mechanics on the spot - the challenge is getting these ideas...on the spot...but rather that than a rulebook that covers every aspect and action of play that you have to look up because your players have learnt it all!
Last Edit: Mar 22, 2008 15:42:23 GMT -5 by troll66
I wish that I could come up with ideas like that 'on the spot' when actually gaming!
But I have to agree that being able to do stuff like this is one of the main reasons that I like the system so much. There are criticisms that can be levelled against T & T, but 'too rigid' is not one of them...
Post by castiglione on Mar 27, 2008 19:56:38 GMT -5
One giant rat is shishkebob!
Six giant rats is...ouch.
How about this - the most obvious thing you'd want to do in a 6 vs. 1 fight is...avoid standing and delivering against all six. Default T & T combat assumes you are wading in, getting stabby with your sword, while the six giant rat are jumping all over you trying to nibble your face off.
Now, if you're Conan, you can just wade in and destroy them (probably in one combat turn!). But you're a 1st level warrior. You may be the 2nd coming of Conan one day. But that's another story...
Instead of fighting all six at once, what if you wanted to maneuver yourself so you're only fighting five at a time? Or four? Or three? Or two? Or one?
If you're trying to maneuver to fight five at once (instead of all six), make a 1st level LK SR (you might want to do DEX or SP...my first instinct is to always go with LK as the default but you may or may not agree).
If you're maneuvering so that only four can get at you, make a 2nd level LK SR. If you're maneuvering so that only three can get at you, making a 3rd level LK SR. And so forth. So if you're trying to maneuver around so that only one giant rat can get at you, you'd have to make 5th level LK SR!
Whatever you decide to do, try to make that SR.
If you make it, you're only fighting that many giant rats for this combat turn; you've managed to maneuver around so the other rats can't get to you; of course, those rats you can't get at won't take any damage at all if you manage to score damage since they're assumed to be at the back of the pack, trying to crawl over their friends to chew a hole in your neck.
If you fail the SR, just resolve combat as usual BUT add the number that you failed your SR by to the giant rats's hit point total; basically, while doing your fancy footwork to try to avoid the mass of rats, you tripped over your feet and actually did more harm than good as ALL of them got to you and your flub just made things worse.
Also, as Fenris pointed out, the earlier edition rules did have the monsters only get 1/2 their MR in adds on the first round only and then 1/4 thereafter AND THAT RULE IS STILL IN THE 5th EDITION AS AN OPTIONAL RULE. I'm actually a big fan of this rule for reasons that Fenris stated in a different post.
I also noticed that you stated the rats total as being 18+66, which means that individually they are 3+11 or are MR 22 monsters.
You might want to know the following. First of all, it's pretty standard for multiple monsters to just add the MR's together to form a total MR. So, in this case, the total MR for the giant rats would be 132 or 14+66. The assumption is that in a multiple monster situation, they tend to get in each other's way. PC's and monsters characterized using attributes are, of course, exempt from this since it's assumed they're a cut above the average monster.
Also, I suspect those rats were MR 12, not 22. I know the fore word of Buffalo Castle says you should add 10 to adjust for using the 5th edition but I recall that FBI later decided that this was too much and just advised keeping the MR's as-is. If you do so, I would recommend using 1/2 MR as adds for ALL rounds.
The logic for doing so is as follows. Buffalo Castle was originally written for the earlier editions. In those editions, weapons generally had 1 less die than in the 5th edition and armor absorbed less damage. Buffalo Castle was actually carefully balanced so that a 1st level warrior had a reasonable chance of surviving. That was assuming you were playing using the earlier editions (which meant using the 1/4 MR on 2nd and subsequent combat rounds).
Now, if you add 10 to the MR's to adjust for using the 5th edition, you're basically adding 1 + 5 to all the monsters! This is MORE than the one die increase that the average warrior would get going from the 4th to 5th editions! A lot more! Not only that, but in the early edition rules, an MR 12 giant rat would've only gotten ONE DIE (it would've been 1 + 6 - they used a different MR system in the early editions - you may have discovered the discrepency if you carefully read the instructions on how to fight the octopus) so if you add 10 to the MR, you're actually increasing the dice and adds of the rats by 2 + 5! No wonder those giant rats suddenly became killers! By adding 10 to the MR, they went from being the nuisance monsters in the 4th edition to the horrifying epitome of a delver's worst dream! And you're facing SIX of them! Note that in the early ediiton, six rats are still a force to be reckoned with. But we're talking about a combined MR of 72. That's 8 + 36 on the first round and 8 + 18 on subsequent rounds. Still a tough nut to crack (especially when that sword you're waving around is only doing two dice).
My advice - either don't add 10 to the MR's and just keep them as-is (just the fact that you're using the 5th edition MR system and using 1/2 MR adds on all rounds will adjust for the change-over from 4th to 5th editions). Or if you're intent on adding 10, prepare for pain...and maybe use the 1/4 MR adds on the 2nd and subsequent rounds to help yourself out a little.
Some really good ideas for handling it Castiglione - i especially like the way of calculating the SR for outmaneuvering the rats.
Having always had 5e I added 10 to the collective MR of monsters i faced in Buffalo Castle , so with the 6 rats that would have been a bonus 2 each (rounding to nearest). Except the Troll... i always decided 40 MR was challenge enough.
I think there is a run for the exit option in Buffalo Castle as well.