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orders

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Orders

PCs can give orders to retainers. Giving orders counts as a quick if it’s less than a few words, or a movement action if more. Retainers behave as the GM sees fit if they are given no orders by their PC commander. A PC commander can spend an active action on their turn to roll a command check (usually DC 11, but higher if the GM thinks the tactical situation is especially troubling). Rather than attack or similar, the commander focuses on and maximizes the impact of their retainers. Success means that the ordered retainers gain advantage on their next roll or are able to execute a special maneuver as a single unit: • Charge: move forward and attack • Form Up: get +2AC until next turn • Kite: move away and attack • Focus Fire: attack 1 target if possible • Reposition: move twice their speed • Retrieve: move to, grab, and retreat Each ordered retainer’s turn ends once the maneuver is complete, even if they have not yet acted. Those who can’t follow orders (e.g. out of range, immobile, etc) may still act as independent NPCs.


Design Notes

copied from 5TD.

orders.1576620962.txt.gz · Last modified: 2019/12/17 22:16 by andrew