Archived from groups: rec.games.frp.dnd (
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Keith Davies wrote:
> David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
>
>>A situation came up in last night's game, and I wondered how others
>>deal with such cases.
>>
>>The party is facing a group of Hobgoblins. Both groups are getting
>>slapped around pretty good.
>>
>>In the middle of combat, the Hobgoblin leader says "Leave our home and
>>we'll let you go".
>>
>>Some characters want to talk, some want to fight. There is a Flaming
>>Sphere with three more rounds of effect sitting around, plus, some
>>Hobgoblins got away in the start of the fight, and, in two rounds, the
>>reinforcements will arrive.
>>
>>I know that talking is a 'free action', but that doesn't seem to work
>>well in this case. The Hobgoblin King and anybody who wants to talk
>>can work out an entire negotiated settlement, if they want.
>>
>>Meanwhile the controller of the flaming sphere doesn't get the chance
>>to move her orb of doom onto the King, nor does the Hyper Agreesive
>>fighter hireling get a chacne to poke the goblin in front of him.
>>
>>Also, the duration of the spell isn't ticking down, and the
>>reinforcements aren't getting any closer.
>>
>>My last question had such good responses, I thought I'd try it again.
>>
>>Thoughts, questions, suggestions?
>
>
> Free actions can typically be done only on your turn. Even if you can
> say as much as you want, in this case the hob leader and the party will
> have to take turns. Time still passes.
Except, in this case, where it specifies you can Speak out of turn in
the SRD.
> Under the circumstances, each character can do what he wants. IIRC,
> hobgoblins are LE and described as militaristic. This probably means at
> least reasonable discipline, and perhaps some form of honor.
That's how I play them... I use Imperial Japanese as a mdoel.
> If the
> hobs heard their leader call for parley, they'd probably switch to
> fighting defensively and let their opponents disengage without drawing
> the AoO this can grant. In the meantime, the leader can try to continue
> parley. If it falls apart, he'll order the attack again.
>
> The PCs can act as they want. If they choose no quarter, the hobgoblins
> will end the parley and withdraw the offer of quarter -- they'll either
> fight to the death or retreat. If the party chooses to parley, the
> spell will probably expire while they sort out details (or finish
> disengaging).
Right, my problem comes in where the party won't choose... some Pcs want
to talk... lower weapons etc... others want to fight. The hobgobs take
defensive action, surely, but how do I adjudicate the amount of talking
that can occur WHILE the fight is still occurring?
Basically, I ended up ruling that everyone gets two full sentences per
turn, only one of which can be used out-of-turn. They can still shoot
out as many single words as they like... i.e. "DIE!" or "OUCH" or
"DAMNIT" without affecting anaything else...
If they try to abuse this by doing:"Hey!"...."Why?"..."Not"..."Flank"..."?"
I'll just have to bring on the barbarian fiendish dire trolls of doom.
> Parley is probably a good strategy for the hobgoblins. If they're about
> to be killed anyway, there's nothing to lose -- a bluff might save them.
> If they're about to kill the party, but don't really want to (no quarter
> gets expensive on both sides, just one more than the other), parley is
> still a good strategy. If they want to just delay things until the
> spell wears out and/or reinforcements show up, parley is useful again.
That's what King Hob was thinking. He doesn't want his warriors killed,
he is angry and wants to kill the PCs, but not as badly as he needs to
keep the tribe strong.
If he can cut a deal and get Honor Price for his dead, he'll gladly
escort the party out. If not, maybe he can delay until reinforcements
get there, and overwhelem the party.
The question I was asking, though, is how to handle the MECHANICS of
trying to carry on a negotiation during combat, or while some combat is
happening, given that talking is supposed to be an out of turn allowable
free action (limited to a couple senstences each, but still).
> One of my favorite scenes in a game came when the party was getting
> mightily spanked by an invasion of outsiders. The dark wizard (brother
> of the party paladin) showed up. The players... were dismayed; they'd
> run into him before. Until
>
> "Leave of your whole 'justice' bit, brother. We have to work together
> *now* if there's going to be any world left for you to protect and me
> to conquer. You can't close the gate. I *can*. I can't get close
> enough without your help. You and your friends keep them off me
> while I -- it galls me to say this -- save the world."
Fun =-)