You can re-flay the enemy`s taste in no time by changing two facts about each new brawler. Choose one from each list: organizing a good old-fashioned tavern brawl is always fun! But how to perform a fight or a non-lethal combat encounter without simply ignoring the damage? In today`s video, I talk about conducting a tavern brawl from a single point of view with different rules. So the next time you play Dungeons & Dragons or a tabletop role-playing game, try these tips to make your tavern brawl a lot more fun! Brutality of the crowd. An ad fight occurs suddenly and violently, often after an odious insult has been raised or a fraud charge has been laid. Once angry, the bar brawl attacks indiscriminately, attacking both flawless and offensive guests with all the weapons that come easily at hand. The jovial peace of a drinking spot can turn into a whirlwind of chaos and violence in an instant, and no one trapped in the middle of a pub brawl can hope to escape it. I propose two initiatives – the PCs and all the others. Keep the order of initiative in case of mini-encounters or if something strange happens, but the fight should be carried out as your movement – it is their turn until it ends. Tables break everywhere spilled drinks and food and dishes. Railings cause thundering thugs to fall into the air. The chairs sway and crash on the shoulders. The heads are clocked with bottles.
Translating rules into a digestible format means that you need to find, read, and translate the rules in the form of dots, small charts, flowcharts, mind maps, and other formats. When you put it all together, you want your bar fights to be quick and easy to execute. Learn the rules you need in advance and prepare cheat sheets to help players during the battle. How to perform a fight/blow or non-lethal combat encounter without having to ignore the damage? I am inspired for this video from the book Brancalonia, adding some of my own thoughts.• The first idea is that your character can only take 6 shots before becoming unconscious.o OR number of hits = con mod. Fighters can stay in the middle of it longer than people with a weak constitution.o Each shot reduces the AC by 1 – to represent the slowly increasing fatigue of the fight.o Fights are unique – this is not a traditional fight and characters are not considered “in combat”.o You go through NPCs – meaning the “crowd” can take 6 hits. 1 Mob per PC.• Proficiency + Strength Modifier – there is no training for this kind of chaos and sophisticated moves, as all attacks are occasional attacks rather than calculated battles• Always inform your PCs – before the game starts, in session zero, tell them you will use this system.• Accessories = Damage. Using props from the scene makes it cool and distributes an extra 1 shot, but take 1 turn to prepare.• The guards must react – but slowly and carefully.• Keep the pace high – arrest and prison slow down the game and can cause complications you don`t need.• Magic is illegal. Although the impact is small, it is still a violation of the “Code of Brawlers” and is the same as shooting a gun.o Criminal behavior – the moment a gun is fired or a spell is cast, it is now combat that is illegal in most civilizations. Whether it`s barbarian pirates beating stones or mercenaries blowing up bounty hunters, you can have a fight in the bar room of any tavern at any time in any genre. For Shmoes, create a few Core Crunch Stat blocks and reformulate them to clone new brawlers during combat.
Everyone is fighting against each other. Liek, no. I don`t know of a single DM who hasn`t had to judge a sudden fight in a pub or an impromptu street fight or an informal price war in the grip of a ship or some kind of fist. Usually, these take place with the combat rules unchanged, two people complain to each other until an HP bar dries out. Then either a healing spell is cast, or the DM gives up the damage and the game continues. Either way, 1+ STR-Moving through an HP pole well above the fifth level takes forever and quickly stops being fun. Not to mention the problems associated with blowing all your HP into a random fist fight on the street. Standard combat rules just don`t work very well for this. The DM for Grave of Saints, one of the two campaigns I play, found a particularly elegant solution for this, which we have since integrated into our toolbox and which it allowed me to share. I will present his original system, then some secondary ideas for different situations that I have been thinking about since. Not boring price war rules of the manufacturer 1.) Don`t worry about initiative – these rules are mainly for duels, and in a duel, both fighters solve their attacks at the same time.
2.) Each fighter throws two reels – an attack roller, using the mod for which he has a valid unarmed attack role (usually strength, but can dex for monks, intelligence for combat blacksmiths with prosthetic limbs who get away with more than their DM should sometimes really leave them, or similar) and a defensive role. The defensive role is the player`s choice for acrobatics or athletics, where Acro represents slippery avoidance maneuvers and athletics for boxing techniques such as blocks, boxer parades or others. 3.) Any fighter whose defensive role cannot defeat the offensive role of his opponent will suffer a blow. Ignore the hit points – instead, the first fighter to suffer three blows will be knocked down and lose the fight. And that`s it! It sounds too simplistic and too simple, but I can confirm that there is definitely something to do after seeing it in the game. The defense-roll aspect maintains a level of combat unpredictability that works well for chaotic fist wrists, street fights, and tavern shots, while rewarding characters with physical training that should have a natural advantage in a fist fight. Characters without Acro or Athletics and a low physical attack score end up with cheesy slapfights (guilty q_q), while characters with powerful unarmed modifiers and abilities at all levels find themselves in epic boxing confrontations. When we played these rules in a fist fight on board during the sea voyage, our paladin did about eight laps with the ship`s born dragon champion before a fall; Far from being boring, some of the ladies in the group found themselves hot under the collar because these rules leave plenty of time to tell your movements and add flavor to the competition without getting bogged down to death in 1+ STR-ing HP 80-point bars. Well, my DM brain likes to cling to such things and develop them, so I worked on ideas to expand the basic system to cover more chaotic encounters (mostly tavern fights) and better integrate the abilities of different characters.
Some tips in this way below: Yurei`s Tavern Ruckus Extension Set 1.) For tavern fights or other multi-combatant competitions, reintroduce the initiative.