The Cautious Warrior: How to Survive in the Lost Lands while Still Killing Things
Posted: Sun May 08, 2022 1:26 pm
I'll preface this by saying that I am by no means an expert on combat or numbers. This is a out-of-character general advice guide based on my own experiences and intended for new players to help them reduce the number of deaths their characters go through. (If you've been playing COGG for a while, most of this advice is self-evident and will probably bore you.)
1. Armor, shields, and fending are your friends. You will get hit in combat.
Other players might vehemently disagree with me, but in my opinion, Dodge-based characters are difficult to play because their defense rolls are suppressed by how much weight they're carrying, with dodge rolls being heavily influenced by encumbrance. Parry is second, and block rolls are the least affected by weight. (You can check your weight with the 'encumbrance' command and your defense rolls with the 'combat' command.)
Many players find it challenging to manage their character's gear well enough to avoid suppressing their dodge rolls. Armor especially weighs them down -- but wearing armor, even light armor, can potentially save their life, even if it's just a few pieces to cover their vitals (a helmet, a gorget, and a cuirass).
Fending is a method of defense that uses a separate, hidden roll from the defense rolls; it's meant to simulate holding off an enemy and is typically based on weapon length. Your character can hold a long weapon in their left hand to help them fend off enemy attacks. For example, my Physicker uses his cane in his left hand while in combat.
2. Always carry bandages.
This one is pretty obvious, but you'd be surprised at how many characters have bled to death because they forgot to bring bandages with them. Bandages aren't too expensive and they hardly weigh anything -- why not bring a few?
I'd also suggest bringing a jar of unguent as well in order to keep your character's health topped off, but that's up to you. The jars are heavy and can be expensive for new characters. Your character can always bandage themselves and run back to town for healing.
3. Keep your morale high.
High morale grants characters rerolls in combat -- 'help morale' has plenty of good advice -- and rerolls give your character a better chance at offense and defense. I won't go into specific numbers, but this thread may be of interest: viewtopic.php?f=12&t=711
4. "It's all in the reflexes."
When your character is in a dangerous area, be ready at all times to enter their next command. Don't get distracted. Don't play while sleepy or otherwise impaired. Be ready to have your character fight, run, or hide.
5. Have realistic assessments of risks.
You'll want your character to know what they're fighting beforehand in order to make sure the enemy can't simply flatline them. Speak to other characters, gather information, and spy on the situation. You can 'hide', sneak, and use the 'consider' command to study enemies before charging in. Use the 'peer' command before moving into other rooms in order to avoid being overwhelmed.
6. Always have an exit.
Familiarize yourself with the area your character is in. Know the directions and commands to leave and be ready to hastily withdraw (or 'flee' or even 'crawl' away) as soon as something goes awry. If your character is starting to bleed, or if more enemies than expected show up, run away. Don't try to tough it out.
7. Pay attention to energy levels.
Once your character gets below 100 energy, they won't be able to perform most actions, and their defense will be impaired. At 0 energy, your character will fall unconscious, which usually leads to death. If they have access to Channel Adrenaline, always be using it during combat. The best practice is not to push your character to the point of exhaustion; as soon as they're tired, leave and rest.
8. Don't join events.
This is probably the most controversial item in this guide, but I'm just going to come out and say it: GM events are where characters go to die. If something weird is going on, run the other way. If you still want your character to participate, don't lead and don't guard. Run away as soon as things turn grim. Cowards live longer.
Final Thoughts
I hope this guide helps your characters survive a bit better in the Lost Lands. There are probably some things I forgot, and maybe some of you have questions, observations, or additions. Feel free to reply. I'll reply, too, if I think of something I overlooked.
1. Armor, shields, and fending are your friends. You will get hit in combat.
Other players might vehemently disagree with me, but in my opinion, Dodge-based characters are difficult to play because their defense rolls are suppressed by how much weight they're carrying, with dodge rolls being heavily influenced by encumbrance. Parry is second, and block rolls are the least affected by weight. (You can check your weight with the 'encumbrance' command and your defense rolls with the 'combat' command.)
Many players find it challenging to manage their character's gear well enough to avoid suppressing their dodge rolls. Armor especially weighs them down -- but wearing armor, even light armor, can potentially save their life, even if it's just a few pieces to cover their vitals (a helmet, a gorget, and a cuirass).
Fending is a method of defense that uses a separate, hidden roll from the defense rolls; it's meant to simulate holding off an enemy and is typically based on weapon length. Your character can hold a long weapon in their left hand to help them fend off enemy attacks. For example, my Physicker uses his cane in his left hand while in combat.
2. Always carry bandages.
This one is pretty obvious, but you'd be surprised at how many characters have bled to death because they forgot to bring bandages with them. Bandages aren't too expensive and they hardly weigh anything -- why not bring a few?
I'd also suggest bringing a jar of unguent as well in order to keep your character's health topped off, but that's up to you. The jars are heavy and can be expensive for new characters. Your character can always bandage themselves and run back to town for healing.
3. Keep your morale high.
High morale grants characters rerolls in combat -- 'help morale' has plenty of good advice -- and rerolls give your character a better chance at offense and defense. I won't go into specific numbers, but this thread may be of interest: viewtopic.php?f=12&t=711
4. "It's all in the reflexes."
When your character is in a dangerous area, be ready at all times to enter their next command. Don't get distracted. Don't play while sleepy or otherwise impaired. Be ready to have your character fight, run, or hide.
5. Have realistic assessments of risks.
You'll want your character to know what they're fighting beforehand in order to make sure the enemy can't simply flatline them. Speak to other characters, gather information, and spy on the situation. You can 'hide', sneak, and use the 'consider' command to study enemies before charging in. Use the 'peer' command before moving into other rooms in order to avoid being overwhelmed.
6. Always have an exit.
Familiarize yourself with the area your character is in. Know the directions and commands to leave and be ready to hastily withdraw (or 'flee' or even 'crawl' away) as soon as something goes awry. If your character is starting to bleed, or if more enemies than expected show up, run away. Don't try to tough it out.
7. Pay attention to energy levels.
Once your character gets below 100 energy, they won't be able to perform most actions, and their defense will be impaired. At 0 energy, your character will fall unconscious, which usually leads to death. If they have access to Channel Adrenaline, always be using it during combat. The best practice is not to push your character to the point of exhaustion; as soon as they're tired, leave and rest.
8. Don't join events.
This is probably the most controversial item in this guide, but I'm just going to come out and say it: GM events are where characters go to die. If something weird is going on, run the other way. If you still want your character to participate, don't lead and don't guard. Run away as soon as things turn grim. Cowards live longer.
Final Thoughts
I hope this guide helps your characters survive a bit better in the Lost Lands. There are probably some things I forgot, and maybe some of you have questions, observations, or additions. Feel free to reply. I'll reply, too, if I think of something I overlooked.