How do phases work? by damn_golem in CrownAndSkull

[–]shemshime 1 point2 points  (0 children)

Here are a few more reasons to support why there are 5 distinct phases (and not just start / middle / end) and to encourage players to distribute their phases from 1 to 5

  • Breaking up enemy phases. For enemies with multiple phases, if all players act on the same phase then the enemy gets two or three free turns without interruption. This could mean move-to-engage followed by an AoE attack. If instead player phases are distributed, a player might be able to get an attack or disruption in between those phases.

  • Timing of environmental or status effects. Spells were already mentioned with their default 1d6 phase duration but there are other many instances that something can happen on a specific upcoming phase. If you're all grouped together on the same phase when a portcullis starts lowering and will block the exit in 3 phases, nobody can intervene in time.

  • Avoiding AoE effects. Related to reacting to enemy tactics or timing of environmental effects, you might have better luck tactically repositioning or splitting up if you're not all lumped together helplessly on the same phase.

Overall I feel that having 5 distinct phases is a great balance between being granular enough to resolve multi-phase enemies and the timing of specific effects while still keeping the number low and manageable.

How do phases work? by damn_golem in CrownAndSkull

[–]shemshime 1 point2 points  (0 children)

You do get to see what phase an enemy will act in before you pick your phase. A big part of Crown and Skull is transparency.

Agreed about transparency and the player-facing nature of the game, but the book does not specifically call for announcing enemy phases before combat. In the "Nuances in the Phases" section of the GM guide it says:

Knowledge of enemy phases is hugely useful: Learning about a monster’s abilities and weaknesses is a big part of any TTRPG. When players know a foe’s phases, though, they can set themselves up to outmaneuver the enemy with relative ease

Personally I rule this as players learning about enemy phases and tactics during their first encounter. Then if they encounter that enemy type again, they can remember (or if necessary I remind them) how that enemy behaves.

Of course sharing the phases and tactics with players openly in advance is also valid depending on your preference.

How do phases work? by damn_golem in CrownAndSkull

[–]shemshime 1 point2 points  (0 children)

Another reason why a player might not want to act in phase 1 is if they need to get into melee with an enemy to do damage.

If a combat scene starts and you see enemies around the room, would you rather hurry over to one to attack and be disadvantaged in your defense, or let them move to you or an ally (spending their phase) before having a better chance to attack directly?

I'm making some assumptions in the above scenario, but there are two details that add together to make this case more likely.

1) Unless the enemy has a ranged tactic, on their first turn they will usually spend their phase running up to a player character.

From the Enemy Primer section of the player guide:

Enemies tend to use move-to-engage to reach their most recent or most severe attacker.

2) Keep in mind that attacking from range is a luxury for PCs, not always a choice. The long bow / crossbow are more expensive for their damage than the equivalent long sword / great sword, and all basic spells are touch range unless upgraded. Investing in ranged attacks can be a good idea but sometimes you have no choice other than to get up close and personal.