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The Rules:Group CombatGroup CombatFeesThe entry fee is 10 gold pieces per character. Guilds will not pay this fee for their members, but they do not tithe the winnings, either.
SpecsGuild items, of any kind, are not allowed in group combat. This includes talismans, scrolls, and other magical or enchanted items. In most cases, specs will not be permitted, except as designated by the host before the fight begins. Characters without a melee weapon may borrow a suitable, unenchanted one from the guild's supply of Miscellaneous Weapons. Remember that tournament powers are not specs, and are factored into rank points.
Team CaptainsBoth teams must nominate one character on their team to be Team Captain, before the fight begins. This person will be responsible for helping out the newer players on the team, leading the team's roleplaying effort, and rolling the team's INIT die (if group initiative is used). A new Captain may not be selected until the first has fallen, at which time it is required.
InitsThere are two options for rolling INITs in group combat. The more popular option is group initiative, where the Team Captain rolls a single INIT die each round for the entire team. This is beneficial for spellcasters, and helps simplify (and speed up) the fighting process. Group INIT will be d6 for the entire team, unless ALL team members have a higher INIT die.The other option is to use individual INITs. Each player will roll his character's own INIT die each round, as it would be rolled in a regular, one-on-one fight. This allows opponents and allies to act independently, but makes spellcasting difficult. Notice that the option for INIT is made prior to starting the fight, and cannot be changed thereafter.
Two-target RestrictionNo more than two team members may target a single opponent. This includes attacks (backup moves, too), maneuvers, and spells, but not advancing. If the fight is coming to a close and there are a total of three or more characters on one team against just one on the other, they will be permitted to attack normally without this two-target restriction.Because your teammates may be attacking your target, it can save time to specify a second target (or move) in your IM for the round. The first one will always be accepted, as long as the target is available. Denote it as "second," or place an asterisk (*) before it. Be careful to differentiate between a second move and a backup (spellcasting) move.
Backup MovesBackup moves should be specified by a spellcaster whenever a defensive spell is being cast, unless there is only one opponent remaining. Since there are multiple opponents, the host can't assume your backup move, for you. Generally, the host will assume Pass as a backup. Offensive spells, including offensive guild and tourney spells (but not defensive ones), will be assumed with a backup of an attack at the appropriate range to the same target as the spell, unless otherwise specified. (For regular, one-on-one fights, this is assumed for ANY spell.)Of course, you can specify a backup move at a different target than your spell, but take care not to specify a target who is already being attacked by two of your teammates (as above).
Critical MissesCritical misses (weapons or spells) in group combat always cause the loss of the following round, as the character recovers. However, being in close quarters with so many people has a side effect. When a critmiss occurs, the player will be prompted again to roll 1d20, to avoid damaging a teammate.The minimum roll required to escape such damage is equal to the character's To Hit score with the weapon he critmissed with, or the To Cast score, if it was a spell that was critfizzed. Thus, a Ranger/Cleric who critfizzles a spell must roll 8 or better on 1d20 to avoid hitting a teammate with the spell. If the Ranger/Cleric was reading from a scroll (cast on a 5), he would only need a 5 or better. The number rolled here can make a difference. If the roll to avoid doing damage fails by 1-3 points, half damage is inflicted by the attack or spell. If it is more than 3, full damage is inflicted. In all cases, if the roll to avoid doing damage is a 1, double damage is inflicted. Thus, returning to our Ranger/Cleric example, a roll of 8-20 for him inflicts no extra damage. 5-7 causes half damage, to whomever he hits. 2-4 causes full damage. 1 causes double damage. Damage is halved before the effect of a saving throw is considered. Damage done doesn't always indicate the attack or spell has struck a teammate in the usual way. Sometimes, a critmissed arrow can mean that the archer's string has snapped and struck someone nearby. Critmissed melee weapons can be due to a lost grip, or perhaps a fancy maneuver that wasn't practiced well enough. Perhaps the person simply tripped and fell, and hit his head on the floor. Critical misses, despite their tragic effects in the match, can be good chances to roleplay unusual effects. Make light of them -- they happen to everyone. So who gets hit? If your character is attacking with his melee weapon and all of his teammates are at missile range, he will damage himself. Offensive spells and missile weapons will randomly strike one person on his team, possibly himself, no matter what range he is at. The host will prompt you for a die roll for the number of people on your team, and consult his fight sheet. The Protect move does not apply to critmissed attacks. Defensive spells that are critically fizzled will benefit a random opponent. Backfired papers and scrolls of offensive-type spells will affect only the reader. If the reader of a backfired scroll or paper successfully saves against spell backlash, the spell on the scroll will simply fizzle, though the scroll itself may still burn. Martial Artists critmissing a Running Jump Kick will land at melee range with whomever is hit (or at missile range with everyone, if nobody is hit). While it isn't likely his aim was bad, it is possible that someone has moved in his path of travel. Defensive spells such as Sanctuary and Shield, which affect whomever is attacking the target, cannot protect against critical misses by team members, since the person protected by the spell is not the intended target.
Defensive SpellsSpells which are considered defensive may be cast on your partner(s), unless otherwise specified in the spell description. For example, by expending 12 spell points, an Illusionist could cast Mirror Image on her teammate Fighter, and the Fighter would be protected with four images just as if he cast the spell, himself. Likewise, a Paladin could expend 12 spell points to cast Healing on a wounded Apprentice Mage. Several spells, such as Shield and Sanctuary, affect an opponent only when he attacks the target of the spell. Others, such as Hold and Freeze, affect a single opponent all the time, while the rest of the group is unaffected. A Potion of Domination affects all opponents in the ring. Divine Healing will require a saving throw from a random opponent, determined by the host.
ProtectCharacters may shield another member of their team from missile fire. To accomplish this, the protector may move in front of a teammate, or the protectee may hide behind a teammate. This action takes effect the following round, and it takes 1 round to set up for the person initiating the action. It does not provide any sort of protection from spells or melee weapons.Protect will put both characters at melee range. Their position in the ring depends on who initiated the protect. If a Mage moves to hide behind a Fighter, who is at melee range with an enemy Paladin, then the Mage will be unprotected against the Paladin's melee attacks. It is not possible to protect someone who is protecting someone else, or for one person to protect two teammates. Anyone may advance on either of the two and be at melee range with both; however, one of the two must be specified, because one might happen to move elsewhere in the same round. Running Jump Kick will also be protected against by this move, although the Martial Artist will land at melee range with both characters. If Running Jump Kick is executed at an opponent who is in the process of moving across the ring, the Martial Artist will end up at melee range with his target the following round (unless he critmisses). Protect may negate the effects of certain defensive spells, such as Shield and Sanctuary, when in effect on the protector. If opponents direct missile fire at the protectee, and strike the protector because he puts himself in harm's way, these spells offer no protection. They only help when an attack is initiated toward the person they benefit. The protector can only defend the person behind him if he is able to act. For lost rounds, critical misses, and the like, Protect is automatically reinstated at the end of the duration. Protect is broken the instant either protector or protectee moves (advances or retreats, or initiates a different Protect), not at the end of the round.
PayoffsThe fight purse for group combat is 70 gold pieces (minus the entry fee), payable to each member of the winning team. Guilds do not take a tithe of these winnings.The winning team members' remaining hit points are totalled, turned into a bonus point value, then divided equally among the winners (and rounded up). Even those who fell early in the fight receive points, if they were on the winning team. For example, Team A is composed of 4 characters, of whom only 2 remain standing at the end of the fight. One has 48 hit points remaining, the other has 19. Team members will receive 2 points each.
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