These rules try to streamline play-by-email combat, which is one of a play-by-email GM's toughest challenges.
This may look like a daunting amount of text, but the goal is that if we go through it once and do it well, we'll save ourselves a lot of work in the long run and make the game move more quickly.
If one of the players isn't available, even the leader, we'll still have his orders from the last battle, so we can conduct the battle without him.
There are examples below listed after the rules.
In a nutshell, the actions taken in battle are governed by three things, all determined in advance:
The party leader is selected automatically, from those party members who are able to convey orders to the rest of the party, as follows:
Stunned, unconscious, or otherwise incapacitated characters, or those who are cut off from the rest of the party, can't give orders.
If the current leader becomes unable to lead (by being rendered unconscious for example), the next eligible leader in succession becomes the new leader.
When it's time to handle the party's non-engaged actions, the GM will carry out the following steps:
Given that each round of action represents 5 seconds of time, this sequence means the leader can give new orders every 5 seconds. Orders given in this round will apply until the party's next opportunity for non-engaged actions.
Individual characters always follow their own instructions when it's their time to act (engaged or non-engaged), according to the current orders and the circumstances at that moment.
Lay out a diagram on hexagons (5 feet per hex), or an equivalent description, of the standard formation for the characters. This serves two purposes. At the beginning of a battle, this is the formation of the characters if they were on the move. During the battle, this is the formation the characters will assume under orders to rally.
In addition, assign each character to one of the following groups to indicate the character's initial role in combat:
The leader doesn't have to use all of these groups. The leader could make up his own groups, as long as each group is assigned one of the above roles, such as a "vanguard" group that will start out as foot troops, and a "rearguard" group that will start out as missile troops.
Basically, the reason to create separate groups is so they can have different sets of orders. If one set of orders will cover the entire party, there's no need split the party into groups.
Some orders move characters from one group to another, like having your missile troops become foot troops.
The party is normally in one of three states when combat begins:
Exceptions are possible according to circumstances.
The party always needs to know its rendezvous point in case of an order to retreat.As soon as battle begins, each group has certain automatic actions:
The tables that follow list the orders a leader might give.
The leader needs to spell out his decision rules for battle orders. For each order the leader might give, list the "triggers" that would make the leader give that order.
Given that each character could wind up being the leader at some point, each character could have an independent set of instructions he'd use as leader. For example, one might prefer to emphasize ranged combat, while another prefers to engage the enemy immediately. Different leaders might have a higher or lower tolerance for casualties before withdrawing. However, fewer sets of instructions would be simpler.
For each group of characters (foot, missile, etc.), the leader lists the trigger events (or circumstances) that would make him give each particular order to that particular group.
The triggers should be as specific and reusable as possible. If they have to be redone for every fight, that's somewhat defeating the purpose of streamlining combat.
The conditions should also depend as little as possible on making the GM guess whether the conditions have been met, or on things the party might not be able to tell in battle. Also, don't give the GM extra book-keeping tasks.
Here are some examples of good triggers:
Here are some examples of bad triggers because they're not specific, concrete, or observable by the characters, or they'd require extra book-keeping by the GM:
If the leader doesn't specify a particular group, any orders from this table cover the entire party.
| Order | Description | DragonQuest Actions | Character Choices |
|---|---|---|---|
| "Halt!" | Characters that are under movement orders (forward, charge, retreat, etc.) halt immediately. Characters already engaged in melee continue to fight. | Pass (includes a range of quick non-combat activities), or Prepare and Cast Spell (on self or party members) | Prioritized list of conditions and actions |
| "Melee Weapons!" | Characters arm themselves with melee weapons or close combat weapons. Characters with no hand-to-hand weapons use Unarmed Combat. If this order is given to the Missile, Magic, or Follower groups, it puts them into the Foot group. | Pass to put any current weapons away, then Pass to prepare melee weapons, then same as Halt | Prioritized list of conditions and weapons |
| "Mount Up!" | Characters halt then mount their riding beasts. Those who have no mounts or who are engaged with the enemy ignore this order. This puts the characters into the Mounted group. | Pass to unsecure the horse (if necessary), Pass to mount, then same as Halt | Prioritized list of conditions and mounts |
| "No Quarter!" | This doesn't call for immediate action for any character. It tells the characters to take no prisoners and to kill any enemy who may try to surrender. | No actions | |
| "Quarter!" | All characters immediately drop their weapons, stop fighting, and surrender. The call for quarter is a plea for merciful treatment from a victorious enemy. | No actions | |
| "Rally!" | The leader remains in place. All other characters return to the standard formation in relation to the leader, with the formation generally facing toward the enemy. | Defensive Withdrawal or Offensive Withdrawal if required, then Move full TMR | Preference or conditions for Defensive vs. Offensive Withdrawal |
| "Ranged Weapons!" | Characters arm themselves with ranged weapons. Characters with no ranged weapons and characters engaged in melee ignore this order. If this order is given to the Foot, Magic, or Follower groups, it puts them into the Missile group. | Pass to put any current weapons away, then Pass to prepare ranged weapons, then same as Halt | Prioritized list of conditions and weapons |
| "Rescue!" | Characters are ordered to rescue a given individual or item
(the rescuee).
The rescue order is really just a shorthand for the following
orders:
|
Same as corresponding orders | Same as corresponding orders |
| "Retreat!" | Characters move at the speed of the slowest character to the rendezvous. If they're dismounted and their mounts are ready to hand, they'll remount. | Defensive Withdrawal or Offensive Withdrawal if required, then Move at party TMR | Preference or conditions for Defensive vs. Offensive Withdrawal |
| "Run Away!" | Every man for himself and devil take the hindmost. Most characters will immediately turn and flee at full speed directly away from the enemy. Characters who are engaged in melee turn their backs and run. Leadership is abandoned, unless someone successfully uses Military Scientist skill to rally the party and thereby regain leadership. | Any | Any |
| "Stand Guard!" | The guards stand near the person, place, or thing to be guarded and fight off all attackers. This puts the characters into the Guard group, if they're not there already. |
| Order | Description | DragonQuest Actions | Character Choices |
|---|---|---|---|
| "Cease Fighting!" | All characters immediately stop attacking. They'll still defend themselves if attacked. | Same as Halt. Any prepared items remain in hand. | |
| "Cease Tracking!" | Characters who have been applying their tracking skills stop. | Same as Halt | Same as Halt |
| "Charge!" | Non-engaged characters stand up (if they're not already standing), then move as fast as possible toward the enemy and attack as soon as they're able. | Pass to stand up (if required), then Move full TMR until within one move of the enemy, then Charge with Pole Weapon at full TMR, or Charge with Non-Pole Weapon at half TMR | Prioritized list of targets |
| "Cover!" | Non-engaged characters take the nearest available cover from missile weapons. Subsequent orders might make the characters break cover. | Move up to full TMR to cover, then same as Halt | |
| "Drop!" | Non-engaged characters halt and fall prone. | Pass | |
| "Forward!" | Non-engaged characters stand up (if they're not already standing), then move as a group toward the enemy, in formation at the speed of the slowest. | Pass to stand up (if required), then Move at party TMR until within one move of enemy, then Charge with Pole Weapon at individual TMR or Charge with Non-Pole Weapon at half individual TMR | Prioritized list of targets |
| "Forward, Serpentine!" | This is the same as the Forward order, except the characters zig-zag to avoid missile fire. | Pass to stand up (if required), then Evade at half party TMR, moving toward enemy until within one move of enemy, then Charge with Pole Weapon at individual TMR or Charge with Non-Pole Weapon at half individual TMR | Same as Forward |
| "Trackers!" | Non-engaged characters with the Ranger skill begin tracking the enemy. | ||
| "Up!" | This undoes a previous Drop order by telling the characters to stand. This order isn't necessary for characters who may have fallen in the course of combat; they'll get up anyway. | Pass to stand up, then same as Halt |
Some of these orders are also applicable to the Foot group. If the leader calls out a Charge order, Foot and Mounted both charge unless the leader names a particular group.
| Order | Description | DragonQuest Actions | Character Choices |
|---|---|---|---|
| "Charge!" | Non-engaged characters move as fast as possible toward the enemy and attack as soon as they're able. | Move full TMR until within one move of the enemy, then Charge with Pole Weapon at full TMR or Charge with Non-Pole Weapon at half TMR | Prioritized list of targets |
| "Dismount!" | Non-engaged characters halt, dismount, and tie or hobble their horses (or leave them with someone who'll hold them during the fighting). This puts the Mounted group into the Foot group. | Pass to dismount, Pass to secure the horse, then same as Halt | |
| "Forward!" | Non-engaged characters move as a group toward the enemy, in formation at the speed of the slowest. | Move at party TMR until within one move of the enemy, then Charge with Pole Weapon at party TMR or Charge with Non-Pole Weapon at half party TMR | Prioritized list of targets |
| Order | Description | DragonQuest Actions | Character Choices |
|---|---|---|---|
| "Cease Fire!" | The characters stop firing, but keep their missile weapons in hand. | Same as Halt | |
| "Fire!" | Characters halt if they're on the move, then load and fire at the enemy until ordered to do otherwise. | Pass (to load weapon), Fire | Prioritized list of targets |
| "Forward!" | Non-engaged characters move as a group toward the enemy, at the speed of the slowest, in formation. A Fire order is expected when the Missile group is at a better range. | Move at party TMR | |
| "Kneel!" | Non-engaged characters drop to one knee to prepare for firing. | Pass to kneel, then wait for orders | |
| "Up!" | Kneeling characters stand up. | Pass to stand up, then same as Halt |
| Order | Description | DragonQuest Actions | Character Choices |
|---|---|---|---|
| "Attack!" | Casters halt if they're moving, then begin casting their attack spells on the enemy. | Prepare and Cast Spell | Prioritized list of conditions and spells |
| "Cast!" | Casters use any spells and magical talents they have. This is a more general-purpose order than the other spell-casting orders (attack, detect, or protect). | Prepare and Cast Spell | Prioritized list of conditions and spells |
| "Cease Casting!" | The characters stop casting. | Same as Halt | |
| "Detect!" | Casters use detection spells and magical talents that will reveal or identify the enemy. | Prepare and Cast Spell | Prioritized list of conditions and spells |
| "Forward!" | Non-engaged characters move as a group toward the enemy, at the speed of the slowest, in formation. A Cast order is expected when the Magic group is at a better range. | Move at party TMR | |
| "Protect!" | Casters use spells and magical talents that will heal or protect party members. | Prepare and Cast Spell | Prioritized list of conditions and spells |
Guards operate under the "Stand Guard" order listed earlier, until ordered to do otherwise.
Camp followers are normally under Halt orders for the duration of the combat.
Characters must spell out particulars about how they'll carry out various orders.
Like the leader's battle orders, individual character instructions should be concrete, and as reusable as possible from one battle to the next.
Individual instructions shouldn't require extra book-keeping for the GM.
For spells, players usually don't want to keep repeating a spell that's not working. To minimize the book-keeping, the easiest approach might be to provide a list of spells for the character to keep attempting, in rotation (Blending, Walking Unseen, Tracking). Particular spells might have conditions on them (like "only if I'm entitled to the night-time casting bonus"). The player could also indicate whether the spell should be taken out of the rotation in the event of success, failure, and/or backfire.
Is there anything that would make a particular character disregard certain orders?
For example, a spell caster might have certain urgent spells he'd cast to help a party member in distress, regardless of the current battle orders.
Each character might have his own thresholds for deciding to retreat or to run away, even if the leader hasn't given the order.
Each character might have certain steps he'll go through if a party member is taken out of action (unconscious or killed).