A missing mechanic in Warhammer 3rd Edition - what to do when a player's wants to wait and react to some other action.
The player bursts into the bad guy's hideout and holds a sword to their throat and says "I stab him if he goes for a weapon."
Game wise, these situations have two main goals:
-
Give the combatant with the advantage a true advantage; and
- Give the disadvantaged combatant a chance
Situations like that are going to require some fudging, and I thought up this (perhaps obvious) framework:
Take the example where a Hero has the drop on a Cultist.
The Hero with initiative in this situation forgoes their action and announces their intent. e.g. "I'll stab him if he goes for his weapon." "If he moves for the door, I'll shoot him with my crossbow." The lost action is banked.
The basic mechanic is obvious - the two combatants roll initiative to determine which of them acts first when the triggering event happens.
The following modifiers apply to this check:
- The banked lost action of the Hero is converted into an automatic (or banked) success for the purposes of this initiative only.
- If the Cultist has to perform a maneuver before their action (e.g. draw a sword then use the melee attack action) - the Hero gains a total of two banked successes to their initiative.
- Situational modifiers can add Fortune/Misfortune dice to either combatant. (The Cultist's ally creates a diversion right before the Cultist strikes, etc.) These modifiers are totaled and the players are informed of the advantages/disadvantages that will apply to the init roll.
If the Hero wins, they are placed in the initiative track immediately before the Cultist and proceed with their action. If the Cultist wins, the Hero is placed immediately after the Cultist - and the Cultist can perform their action.
If the duo are the only combatants, the détante can continue indefinitely. Each time the Hero's action comes up, they can elect to act or bank their action again. Each time the Cultist's action comes up they can act or pass their action.
If the duo are NOT the only combatants, the Hero/Cultist become one token (where the Cultist was) on the initiative track until one of them acts or some outside action breaks the standoff.
Outside events can negate the Hero's advantage. Depending on their significance, the GM can remove fortune/misfortune dice (the sound of someone approaching behind him, a nearby explosion), or even remove banked successes (e.g. the Hero is ambushed by another combatant).
Example 1: Hero (Agility 3) bursts into a room to find a sleeping Cultist (Agility 4+1 fortune). The Hero wakes the Cultist and holds a dagger to their throat. "Surrender!"
The GM rules the Hero has 1 banked init success and 2 Fortune dice (1 because the Cultist just woke up and 1 because of the dagger to the throat).
The Cultist tries to cast Magic Dart - which triggers an initiative check. The Hero rolls 3 successes. With his banked success he's at 4. The Cultist rolls only 3 successes.
The Hero acts first, and the combat resumes normal initiative with the Cultist following immediately after the Hero's action.
Example 2: Hero (Agility 3) is at Close range with a Bandit (Agility 4). Encounter init is rolled and the Hero is able to act first. The Hero uses a maneuver to ready their crossbow and warns the Bandit to drop their weapon or they will fire.
The Bandit chooses to try and duck behind cover.
The GM rules that the hero has 1 banked init success, but no other bonuses. The bandit is free to move, and there are no other factors.
The Hero rolls no successes. The banked init success puts him at 1. The Bandit rolls 2 successes and dives into cover before the Hero can fire.