April 3, 2014

Cinematic awesome vs. two mooks - what do you do?

In this post on the GURPS Forums, TheOneRonin was asking about how to fight multiple opponents in GURPS while unarmed. This was sort of interpreted to mean "I should be able to beat up many foes if I have Karate and Judo!"

That wasn't precisely fair, but the advice he received: expect to lose; expect to get hurt; expect to die. This is more or less spot-on in real life.

But GURPS isn't real life, and when I dug in to the situation a little by private message, I'm revising my opinion. The character in question could rock out with Jason Bourne. The bad guys were utterly unimpressive . . . and there were but two of them.





Meet the Combatants: The Good Guy

AGENT

DX 13, ST 14, Basic Spd: 7.0, HT: 14, HP: 14
Trained ST: 15 (1d+1 CP)
Very Fit, Combat Reflexes
DMG: Thr 1d, Swg 2d (Punch w/Karate : 1d+1, Kick w/karate: 1d+2)
-Judo: 18 (Judo Parry: 13 w/combat reflexes)
-Karate: 18 (Karate Parry: 13 w/combat reflexes)
- Techniques:
--Joint Lock Judo (improved to Judo+4 [22])
--TA: Karate/Exotic Hand strike – Neck (improved to max [16]), 1d+2
--Kicking (Karate), improved to max (18)
--Judo Throw for damage: (17), 1d-1 crushing

--Judo Grab: 18, 1d+1 CP

He automatically gets kudos for using Technical Grappling. Everyone should. Still, what you have here is well into the "badass" territory, with Karate-18, Judo-18, ST 14 and Trained ST 15. His defenses are good. Parry(Karate or Judo)-13; Dodge-11. If he retreats, he gets +3 on any defense. He gets a parry for each limb. He gets -2 damage for another +1 to defense.

Meet the Combatants: The Bad Guys

Two bad guys:


THUGS (x2)
DX 10, ST 11, Basic Spd: 5.0 HT 10, HP: 11
Trained ST: 12
DMG: Thrust: 1d-1 (1d-2 w/punch)
Brawling: 10 (Brawling Parry: 8)
Dodge: 8 (11 w/retreat)
No improved Techniques

These guys, with only Brawling-10 and low defenses aren't impressive. Not sure why they have Trained ST 12 (that, with only brawling, is for defending against grapples only, but requires DX+1 to get there if I recall correctly). We'll leave it.

True Lies: Fight in the Bathroom

The scenario was described to me by the original poster as follows.

I blew a PER (my PER is 15) check to notice them follow me into the bathroom. It was in the middle of being remodeled, so there was an "UNDER CONSTRUCTION" sign on the door. The inside was partly demolished, and there was a large drying fan blowing in the corner so it was hard to hear. I'm guessing a had a few penalties, but it was probably close...the GM rolled for me.
Once I got in sight of the back corner of the restroom and didn't see my contact, I turned around and there they were...Ivan and Dimitri or whatever. 
They were already closing for the attack, hoping to take me from behind. The GM allowed me a quick Observation roll to size them up. Average size/build, poor posture, bad teeth, gaudy/fake jewelry, 2nd hand clothes, didn't look at all like professionals.
Also, since we were inside one of the terminals and past security, it was a safe bet that they were armed...at least not with anything that couldn't slip past airport security.
Nothing about this seems unfair to me. He was given the chance to make a Per roll to note them following into the bathroom. That's a 5% chance, but he got jumped anyway.

The Starting Scenario

The fight starts with the bad guys more or less bracketing our Agent (Z). The agent has higher speed than the other guys, so gets to go first.


The first rule of many-on-one fights is "never be attacked by many if you can help it. Also, unless you can go for an instantly incapacitating option, making it a one-on-one fight, you are better off playing a defensive game, especially with Judo, a skill weighted to the defense.

What are the options?

I'd say there are two. Defensively, he should step back one hex, and Wait. He can even trigger the offensive option on the Wait, but the first thing to do is back the heck up.


Offensively, he's looking to score a cripple. His kicking damage is pretty good: he's got Karate kicking at full skill, Karate-18, and does 1d+2 if he hits. That puts a 6HP instant leg cripple at 50% if he can land it.

But can he? He's at 16 or less to hit the leg, so he can either go for a critical or he can try -2 skill loss for a -1 deceptive attack. The thug is at 8- to defend, 11- if he retreats, 9- if he parries. At this skill level, they'll be doing a lot of retreating Dodge, I think.

So let's say he steps back, and Waits. He's going to attack with a low leg kick the first guy that steps into range.

A attacks, stepping close - but wait, he can only get in range, that is, Close Combat, for a punch if he does Committed Attack. Let's say he does that - he's going to do Committed Attack and take two steps. This nerfs his defenses a bit.

Our hero, Agent Z, gets his kick in. He opts to throw it deceptive, since with Committed Attack, his foe Dodges at -2 (and is -2 to hit for the second step). That's a net -3 to Dodge, and the foe can't retreat. Net is Dodge-5, which is a near-certain failure, against Karate Kick-14, a near-certain success. Five times in six, Agent Z will strike the leg. He'll do enough damage to potentially cripple it half the time. The HT roll to resist seems to be for Knockdown and Stunning; the limb is automatically crippled if Agent Z does 6-8 points of damage.


Thug A at this point could be out of the fight - or at least Knocked Down and Stunned. Let's say he's not, though - he takes 4 points of damage to the leg instead. OK, he's now at -4 to hit for shock penalties, and -2 for Committed Attack (a wash with the +2 for Determined). So he attacks at Brawling-6. He tacks on Telegraphic to get it back up to 10.

In this case, Agent Z actually hopes he hits. He rolls a 10, and does hit. Good for Z, because it means he gets to do a Retreating Judo Parry.

The red lines show Thug A's two-step path of attack, while the blue arrow shows Agent Z's step backwards. The Judo Parry is a base 13 anyway, +3 for the Retreat. Net of Parry-16, so he might as well Riposte for -2. Parry-14, and Thug A is -2 to defend if the Parry succeeds. The roll is a 7; Thug A has been Judo Parried and may be thrown next turn.

Note that Z is now three steps away from B. Thug B can do a Committed Attack and kick at range 1, but has to give up his bonus to do it. That's Brawling-8. Not good. He can do a running tackle, basically a slam. That allows the +4 AoA bonus, giving him a 14-, but he can't defend against the agent. He can play it safe, and Step and Wait, with the intent to Committed Attack and punch Z. Let's say he does that.

Well, it's Z's turn, and he does not need to step into CC to throw A ("within one yard"). So he'll do that, assuming he's going to rapidly be backed up against the bathroom wall. Judo Throw is a roll against full skill on the defensive, and our Thug A is already at -2 to defend from the Riposte . . . and he can only dodge, since he did CA on his turn, nor can he retreat. The RAW don't let you stack Riposte and Deceptive attack (though it's a common enough house rule). Might as well go for a JT for damage, and see what happens. He attacks at 17, rolls a 15, and hits. A tries to defend, rolling Dodge-6, and biffs it as expected. He's now prone, but only takes 1 point of damage. He's now down to 5 HP. He makes his HT roll to avoid stunning.

But he's now prone, and occupying the two hexes between Z and B . . . just to make the approach more difficult.

Z steps back again, putting his back to the wall (we're assuming a 5yd x 5yd bathroom here, mostly because that's the size of the mini-map I drew).

A's turn now, and he needs to get to kneeling, because even an All-Out Attack for him while prone is likely a waste of time. But why not? He tries to grapple at DX to Z's foot. He's at -4 to attack for being prone, -1 for the foot, +4 for All-Out, and toss in another +4 for Telegraphic. Net is DX+3, or 13. He rolls a 17. Sucks to be him.

Technically B can move through A with no penalties (p. B368). So B will do this, stepping up twice into CC with Z to punch him. This is a flat Brawling-10 attack, but he's lost his ability to parry. Alas, he rolls a 14 and misses.

Agent Z goes again, and he's in close combat with his foe. Let's go with an elbow strike to the jaw, Committed Attack for the +2 bonus. So Karate-18, -5 for the face, +2 for CA. Gives a net of Karate-15. He rolls . . . a 15, and hits. B can only dodge, at Dodge-5 again. He rolls an 11, and fails. 4 points of damage to the head, and it's a head blow . . . he rolls a 12 and fails his HT roll, and is knocked down and stunned.

With both of his foes on the ground, and good defenses, he could probably finish this fight any time.

Inflection Point 1

Bolded up there a ways is "Let's say he does that," which is where B took Step and Wait. What if he'd have done a Move and Attack, for a slam? He'd actually hit, but Z has already retreated, so he's relying on his (not bad) Dodge-11 or Judo Parry-13. Two times in three, he'll dodge out of the way and B will slam face-first into the wall behind him. Ouch. However, one time in three, he'll do 1d-2 slam damage on each other. 50-50 chance of forcing a DX roll to Z to fall down. This isn't really a high-value option, even it if works.


Parting Shot

Ultimately, I think the initial mistake made was closing with the foe rather than backing off and playing for space. With skills as low as the Thugs have, and as high as the Agent's abilities, this two-on-one fight should really stay fairly one-sided on the part of the Agent.

Toss in guns or knives on the part of the thugs, and it's a different story, since the injury potential is higher, and an All-Out or Committed Attack to the vitals of our Agent is a totally legit threat.

A third attacker would make for a real problem, too. Especially if they can move to flank. A bit of cautious Evaluation might be in order for Thug A, B, and notional C, but the scenario setup was they were already attacking.

Still, I think it comes down to tactical initiation - attacking into the foe or not stepping allows the other guy to come in from a flank or rear hex. That's never good.

How did it play out in TheOneRonin's Game?

Actually, not too badly for the Agent. Ironically, the Agent's player received this from his GM:

So my GM sent this to me today. I immediately called him and said "no way...the fight was much harder than that." So we talked through the scenario, and sure enough, this is probably what it all looked like. Still, I made some very sub-optimum choices.


I have a feeling that the player was expecting a total cakewalk, but struggled a bit. Why? Look for my comments in colored text!Setup
Two unarmed Thugs are in hexes adjacent to the Agent, in his front arc

Agent goes first, then Thug1, then Thug2

Agent
Agent decides to throw a kick to the Thug1’s leg
Use DA @ -2, hits
Thug 1 attempts a Dodge, fails
Damage roll sucks, only 2 damage, limb not crippled

This is the same opener I used, but you can Attack and step back, which is what the Agent should probably have done here.

Thug1’s turn
Thug 1 suffers Shock (-2 DX/IQ)
Thug1 takes a step into C with Agent and throws a wild haymaker
AoA(D), Telegraphic Atk, TA Face. Hits.
Agent attempts an aggressive Parry. Success
AggP targets hand, Hits. Dmg : 0 (Crappy roll)

Aggressive Parry precludes a Retreat, I believe. But had Agent used a Judo Parry, he could have taken another step, and Thug1 would have certainly been open to a Judo Throw next turn.

Thug2’s turn
Thug2 steps into Close Combat with Agent and throws a body punch
Hits.
Agent attempts a parry, fails.
Thug’s punch connects to Agent’s ribcage: 1d-2, (1 total dmg)

While Agent couldn't do a retreat on the Aggressive Parry, he could have done one here. Sometimes the dice are cruel, but that extra +3 for a Judo or Karate retreat would be a big equalizer.

Agent’s turn
Agent suffer’s shock (-1DX/IQ)
Agent throws a spear hand strike to Thug1’s throat 
Exotic Punch TA/Neck, hits
9 dmg to neck, a Major Wound!
Thug1 suffers a Major wound and is reduced to 0 HP
Immediate HT Roll (success) Not knocked down or stunned

Nice.

Thug1’s turn
HT Check (failure)
Thug1 falls unconscious and collapses into a heap

One down.

Thug2’s turn
Thug2 tries for another body blow
Hits.
Agent attempts a Parry, (success)

Personally, I'd still be looking for ways to step in and out. Defensive Judo Throws can be done from Reach 1, where you don't have to step into CC.

Agent’s turn
Since he parried the last attack, Agent attempts a judo throw for damage
Judo Throw TA Face (Hits)
Thug 2 attempts to parry (failure)
Agent dumps Thug2 on his face
Dmg: 3 dmg to Thug2’s face
Thug2 is prone. HT check to avoid stun (success)

That's a bold move; Judo Throw to the face is -5, leaving him at Judo-12. But with only one foe to worry about, it mightn't be that bad. Besides, it worked.

Thug2’s turn
Thug2 is shocked (-3 DX/IQ) and prone
Thug2 uses CHANGE POSTURE maneuver to get up to his knees

Agent’s turn
Agent attempts to grapple Thug2’s neck
All out Attack Strong Judo Grapple, TA Neck, DA -2 
Thug2 attempts to parry (failure)
Agent inflicts CP: 1d+3 CP (base + AoA Strong) for 7 CP
For active Control, Thug2 is -3 DX/ST for Torso/Head actions

Now here, I'd have just kicked Thug2 in the face. Maybe even Committed or All-Out. I loves me my grappling, but to do this right Agent wants to get around behind Thug2.

Thug2’s Turn
Attempts Break Free (failure)
Still grappled

I'll take it to mean Thug2 attacked with Brawling to Break Free, or using DX, and missed his roll, removing no CP from the Agent's grip. Removing CP and breaking free are not binary using Technical Grappling!

Agent’s Turn
Agent attempts to combo Lock & Throw from lock
All-out-Attack Double
1st Attack: Joint Lock on Head/Neck: (success), 1d+3 CP (6, for a total of 13)
2nd Attack: Throw from lock attempt
CP Spent: 6 (counts as 12)
QC Lock vs. ST 7, succeed by 10
Swing dmg: 2d+1 (7 dmg)
Thug2 takes 11 damage (7 * 1.5)
Thug2 must immediately make a HT roll for being below 0 HP (failure)

Thug2 falls unconscious

And we're done!

15 comments:

  1. With those stats, two baddies should be easy to handle, even without obsessively falling back as I recommended in my forums responses on this scenario. Over there, I was reacting to statements such as, "What if there are four goons?" At 3:1, 4:1, or worse, things would indeed get nasty for the agent – and fast – without a lot of given ground.

    That said, with Move 7 and a gap between the thugs, I'm not sure why the agent didn't run five yards through the opening, spend his last two movement points to turn two hex-sides, and then use the free one-hex-side facing change (Facing Changes and Movement, p. B387) to end up facing the thugs' backs from five yards away. With Move 5, the thugs couldn't catch him with a slam after turning around, and he could keep backing up at half Move, or after attacks and defenses (retreat) if need be, until he reached the door.

    In the presented scenario, not even attempting to reach the door strikes me as the biggest tactical blunder. An unfortunate critical hit from a hoodlum might be all it takes to end up on kayoed, and being unconscious and out of sight is much worse than dragging the fight out into an airport where security would pounce on it in seconds.

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    1. I'll admit that "run straight through the gap!" didn't occur to me, though it should have. I was operating under the presumption that escaping the room wasn't an opition, but then, *why not?*

      One thing that did occur a few times, which I thought was interesting, was the "oh, you'd better hope that your mookish foe hits, because otherwise you don't get the opportunity to retreat!" That is changed by (for example) tbone's DECIDE optional rule, where you declare defenses first.

      I also agree that the way the original scenario was described - which seemed to me to be in the "one vs. a whole group" type of discussion, is very different than the entirely winnable fight here.

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    2. Running away seems to bother players inordinately, but my very first thought when I saw the map was this: "Wait a minute . . . The PC went through a door, and then two NPCs followed him in and tried to corner him in the room. That door must be behind the NPCs. Why not run for it?" Even if the player is the bloodthirsty sort who has to defeat every NPC who attacks his PC, that's good tactics – force the NPCs to come through the door one at a time, and maybe slam the door on one of them for bonus sadism.

      As for retreating . . . I'm mixed in general, but I would be in favor of allowing a single step away from enemies, once, at any point during other fighters' turns. If that happens to be when someone is attacking, it's a retreat. If not, you still get the movement even if you "waste" the defense bonus. And I'd be inclined to let this fly as extra movement, since movement allowances in GURPS are fairly modest and the grid forces people to waste them a lot of the time.

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    3. TheOneRonin here. There were a few things that took "run through the gap" off the table, or at least not at the forefront of the options I was considering.

      #1. Containment. My character was using forged credentials in a non-permissive environment. Letting the fight (or even a chase) spill out into a public area would have most certainly drawn far more attention than I wanted. My credentials weren't solid enough to pass a thorough check by local LE, so everything I did needed to be as clandestine as possible. My first thought was "If shit is going to go down, this is a good place for it. With that industrial drying fan, no one outside is going to hear what is about to happen, and no one is likely to come in here and observe. And if I take these guys out, it will probably be a while before they are discovered...plenty of time for me to escape."

      #2 Capability. I (wrongly) assumed this fight would be a complete cakewalk. I judged the goons as a minor threat, and didn't think an escape plan was necessary. Clear failure on my part.

      #3. Meta-game issue. My GM doesn't like using a battle map. He prefers a more free-flow/descriptive approach to adjudicating combat and movement. Doug asked me where the thugs were in relation to my character, and my best approximation was right front and left front hexes. The way my GM described it, the two thugs were in front of me, between me and the door, and were facing me, but not shoulder-to-shoulder. In my mind, I saw the setup, and in THAT picture, there wouldn't have been enough room for me to run in between them. Had I asked my GM to clarify a bit, he might have gone with the "1 yard apart from each other" deal, or he might have said "adjacent" or whatever. Like I said...probably a self-imposed limitation, but running through the hex of someone wanting to beat the snot out of me never even occurred to me as a likely option.

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  2. I commented a few times on that thread that a lot of the focus seemed to be on "realistic real-world fighter versus nearly equal foes in superior numbers" and not on "Karate-18 top-level martial artist vs. low-grade thugs." The advice is about the same for both, but the expected results diverge very strongly IME.

    The fight that TheOneRonin was in could have gone a lot more smoothly for him. Some of the moves were a bit high-risk, even if they worked. They put a lot of hope on the results instead of going for moves that have an assured payback for their use. If you have superior skill, it will tell over time, yet your chances of bad luck also add up.

    Once he got down to a single opponent, it was no longer a question of "dealing with multiple foes" and you can really go back to standard tactics for dealing with an inferior foe - go for your low-risk high-payoff money moves (to me, Feint followed by a Deceptive or targeted Attack, possibly Defensive, too, trading -1 damage for +1 to Parry) and take him apart.

    Still, my move changes in that would have been either a major fight-start change like Sean suggests, above, or just ratcheting back to simpler tactics. The use of Aggressive Parry was a good idea (I like that one a lot), but yeah, I'd have used Knee Strike to the kneeling guy's face or just done another Exotic Hand Strike. May as well, and it's not a low percentage move when you have skill 18.

    Oh yeah, and one move I like with a guy with Karate-18 is Dual-Weapon Attack - two attacks at 14 with a built-in -1 to defend is not a bad idea. And as I mentioned in the thread, I also like punches vs. hands (a 14, with Karate-18) because of the chance of crippling, knockdown, and the automatic reduction of the offense of the target if it works. HP 10 is only 4 HP to cripple, and is valuable even below that if you use the partial crippling rules from Martial Arts.

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    1. Yeah, if you look at my, um, second-to-last?, post in that thread, I made the (what I thought was) generous assumption that our Agent was Judo AND Karate of 14. In fact, he had both at 18, plus good stats and Combat Reflexes (and Very Fit). That's a whole 'nother ball game against only two guys with no appreciable skill.

      Isn't defensive attack -2 or -1 per die, whichever is more, to damage? I thought the penalties were worse.

      On the whole, though, I think you're probably right. If you can, take a series of small blows that will end the fight in a few rounds. The Big Finisher seems like a good idea, but probably isn't. It would be interesting to see if head shots (which allow a potential for KO blows), limb shots (which can cripple in this scenario 50% of the time, and 50% of THAT will result in a KD and stun), or Judo Throws (very high percentage, may stun, definitely dump you on the ground, may damage) are the best overall tack here.

      Ironically, it's probably the striking. Face punching for fun and profit (or leg crippling, or body blows) are just too good relative to the relatively slow and focused grappling moves, even with Judo Throw on the table.

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    2. There are real-world and rules puzzles, of course.

      Striking vs. grappling is a good example: Almost every respectable self-defense instructor warns against both smashing up your hands by punching and getting bogged down by grappling; I've heard several caution against kicking, too, because you can fall (as in GURPS) or end up with a leg captured. That mostly leaves hammer fists, eye rakes, and knees, all of them favorite self-defense moves. The trouble is that most gamers – like most real-life people – forget about this stuff. In a way, I think it would be educational if the "harsh realism" rules for bare hands were always turned on.

      Big finishers are another example. Do you really want to risk seriously injuring or killing a no-consequence mook inside the secure area of an airport? Good luck convincing a 2014-era airport cop that you were just defending yourself. In my campaign, the players have taken to not doing that in places where law-enforcers might decide to pursue the case. You're best off stomping a foot, kneeing a groin, or choking someone out, making it look like self-defense.

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    3. Yeah, sorry, -2 damage for a +1 Parry. Still worth it, if you 1d+1, +1 for Exotic Hand Strike, -2 for DA, for 1d.

      And Eye Rake is only a -5, if you're looking to be really mean. It can do a lot of damage, too, might blind him, triggers the automatic eye-attack Will roll, etc. Bad legal consequences, but good combat consequences.

      But yeah, Karate-18. I think a lot of respondents kind of saw the title, glanced at the first post, and then replied. But I mean that guy has Parry 13 x2, and if he can cut it down to two attacks against him a turn, that's one 13 and one 16! Cut it to one and he's got a 16. He's got a better Parry than his opponents have "to hit" even before Retreat.

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  3. Great job working through this, Doug.

    I might have started with a kick to the foot, not the leg. It's a 12- to hit (75%), but anything but a 1 on the damage die cripples the foot and leaves the thug kneeling. It succeeds 15/24 times, versus 10/24 times for the kick to leg (you're more accurate with the leg kick, but less likely to cripple).

    I agree that the final scenario was very different from what I pictured from the initial description. One super agent against two mooks or even two GIs is not so terrible for the super agent. I thought it was more like 1 agent against 3 or 4 GIs or a half dozen or more mooks, at which point things get pretty ugly.

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    1. Thanks! If I got the Mark Langsdorf seal of approval, my tactics mustn't have sucked too bad. All that DF must have taught me something (though I didn't give evidence of that last night against the Yeti brutes).

      Good point about the foot. I was mixing real-world and GURPS knowledge to my detriment. Kicking an ankle (part of the foot) doesn't give as much power in real lift - being able to get that extra reach at knee or thigh level matters, and I went with "what would I do?" rather than "what can a GURPS character do?" The foot may well be a better target, especially since this is a bit of a no-lose attempt to even the odds fast.

      My first scenario was "just back up." And then I thought "why?" You can STILL back up as you attack, and The Two Dipwads got too close when Agent turned around.

      Anyway, there are lots of good options for a fight as lopsided as this - but as Sean pointed out, 'ware the critical hits!

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    2. TheOneRonin here. Since my initial post, I've been looking at Stamp Kick and targeting the foot. It's a VERY attractive option if you buy off some of the penalties. If the agent above has Stamp Kick maxed and TA Foot maxed, then he's got Karate 16 to smash an opponent's foot for 1d+3 damage. That's instant limb crippling for 12 HP and below, and a pretty good chance to do the same up through 18 HP or so. And you can do that at reach 1. It's probably going to be my next go-to move.

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    3. Stamp Kick is really nasty, and the "DX roll or fall" of a kick becomes "DX roll or no Retreat" which isn't that terrible, which even makes Committed Attack attractive occasionally, if you can suck up the -2 to other defenses.

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  4. TheOneRonin here. I'd like to thank Doug and all of the rest of the contributors to that thread and this blog post. Melee combat is a weakness of mine when it comes to GURPS, and a lot of the contributions have been super helpful.

    Apparently, everyone's initial thought is that I was trying to figure out how to take out a dozen Treadstone agents with a decidedly less than "Jason Bourne" character. I think this is what threw people off:

    -Opponents are human, no body armor, and run the gamut from untrained gangbangers to Chinese Special Forces.

    I should have put some rigor around that bullet point. That capabilities range covered ALL of the opponents we have dealt with in the campaign so far. 95% of them have been dealt with via ambushes and firearms.

    Yes, the one fight that led me to start the threat was 2 unimpressive thugs vs. my very capable character. A solution to THAT scenario wasn't the only thing I was looking for. I posed a very broad "one vs. many" question, mostly because I don't expect that to be the last time I find myself outnumbered and without a firearm.

    However, to be fair, I did say this in my initial post:
    "...it's still a struggle to defeat a small number of low-skilled opponents even with very high skills and improved techniques."

    So I wasn't really looking for 1 vs 20 trained Ninja...I think we all know how that would turn out.

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  5. A 15'x15' empty bathroom is weird. Would having a room 15' long by (sinks + 2 yards + stalls) wide make a difference? Is it more awkward to be in a stall or attack into one?

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    1. The 15x15 is an artifact. I made a new map in Fantasy Grounds, and it was square. You then define a hex size, and it autopopulates. So since I knew I wasn't going to be moving around a lot, and that the original scenario was "theater of the mind" style, I just gave enough room for a small beat-down.

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