Worlds of Design: Not-So-Friendly Fire

What are some pros and cons of including friendly fire in RPGs?

“Friendly fire” is not uncommon in real-world warfare. What are some pros and cons of including friendly fire in RPGs?

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“Friendly fire” – when your side accidentally hits/kills its own troops/planes/ships – is not uncommon in real-world warfare. In the poor visibility and chaos of battle, it’s not hard to shoot at the wrong target (e.g., many night surface naval battles in World War II involved friendly fire).

Training and command coordination make a difference, but in the end, friendly fire is fairly random. For me, friendly fire is NOT fun. You get just as dead from “friendly” fire as from enemy fire.

In this context, I'm specifically focusing on ranged attacks that have a chance of missing. The fireball spell in many versions of Dungeons & Dragons may inflict friendly fire. I don’t know about you, but I get really annoyed when my character gets blasted by our own spellcasters. Undoubtedly, there are campaigns where this is impossible, either the expansion doesn’t occur, or it magically does not harm allies.

I don't recommend game designers add random occurrences of friendly fire in any game. Nonetheless, you can arrange RPG rules so that players can choose whether to risk friendly fire. If it’s their choice, that’s more of a gamble than a random unfortunate act.

When Friendly Fire Makes Sense​

One of the most blatant examples where friendly fire ought to be likely is shooting arrows into a melee. If you do this, you’re almost as likely to hit your own people as the enemy, especially if you’re shooting from behind your people. It depends on sight lines, on unexpected movements, and on the accuracy of the shot (die roll). Yet in some games, you somehow never hit an ally; in others a bad roll will cause trouble!

For me, games are best when they put the players “on the horns of a dilemma,” having to choose what to do and what not to do. The risk of friendly fire is an example. Shall I shoot into the melee between my guys and the enemy, or should I not? Other missiles, such as thrown daggers, axes, and javelins, can be similarly treated.

If a character is in a second line (fighting in a dungeon), I allow full-size characters to fire missiles over the head of the first liner when that first liner is short, most obviously a dwarf fighter.

Yet it would be odd to just say “you can’t fire missiles into melee." Because a character could TRY it. It might sound better if your rule is, when you fire into melee you hit your own guys, period. If you're trying to tell an interesting story, friendly fire can seriously mess up the narrative with a bad roll.

No Friendly Fire​

On the other hand, a game is simpler with no friendly fire. The online massively multi-player game World of Warships used to adjudicate friendly fire, but so many people got fed up with being hit by torpedoes fired by their teammates that the rules were changed. Now the torpedo quietly disappears without damage.

If you don’t bother with a board to show position and maneuver in combat (“Theater of the Mind”), it becomes harder to calculate whether there’s friendly fire, though you can still rule carte blanche that characters are not allowed to shoot into melee. I do not play Theater of the Mind; to me the game is a wargame some of the time and consequently requires detailed maneuver.

Fumble Fire​

Another option is to have friendly fire be the result of something really gone wrong, a "fumble." This is how characters in melee accidentally strike “friendlies" at random, but presumably at a lower chance than simply missing. This would be reminiscent of the fumble rules of some games, where you may hit yourself if your attack roll is really poor. Yet even in that case, the mechanism is related to what the character is doing, and seems to be less random. I don’t use fumble rules, to me it adds an element of unneeded randomness – though I do marvel that lightsaber users never hit themselves!

Implications of Friendly Fire​

If friendly fire is a real possibility, this changes tactics (and even strategy). If I let an archer or knife-thrower fire over the head of a dwarf just in front of them, but not otherwise, then players may want a dwarf in the party when otherwise they wouldn’t. Players will also have their characters take positions where they have lines of sight clear of their allies.

If you do allow friendly fire, there’s a prospect for new magic items. For example, an item that protects you from friendly fire, “friendly” as defined by people near you when you command the item. Or a more powerful item would ensure the bearer that they never inflict friendly fire on an ally, very useful for an archer or spell-caster.

Does the risk of friendly fire in some situations make everything feel more real? Does it help immersion, in other words? I think so, but your mileage may vary.

Your Turn: Do you allow missile fire into melee at risk of friendly fire? What about combat fumbles?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Argyle King

Legend
I feel that options that carry both risk and reward are more tactically interesting.

Ranged attacks have the reward of... well, range for starters. As D&D does not have ammunition load times (or other such rules,) I'm somewhat inclined to believe that removing most of the risks (as cinematic contemporary D&D has done) creates some amount of imbalance. I have similar thoughts for spells and magic.

The ability to protect allies from the normal risks should be a special ability, feat, class feature, or skill.
 

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billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Today, I don't follow that approach, although I do understand the justification for it. I feel like it unduly burdens players who have chosen to play a ranged character. The percentage of the time that a ranged character will be attacking a target that is in melee with one or more of the character's allies is probably quite high, so by implementing a friendly fire house rule you are basically punishing anyone who chooses to play a ranged character.
I'm not entirely sure the burden is undue considering the advantages of being a range-based characters. In 5e, ranged characters can invest in Dex and thus get a boost to defense without losing damage modifier potential compared to melee counterparts. They are less likely to be targeted by melee monsters and thus take less damage than melee counterparts. They have some very powerful feat options to make their lives easier (sharpshooter, crossbow expert).
Their drawbacks include needing ammunition (often not tracked at tables anyway), not having access to the larger dice/weapon damage, tight dungeon environments, disadvantage on ranged attacks if an opponent is within 5 feet (note - not within that enemy's reach, specifically within 5 feet).

All things considered, a friend-fire rule may actually return some of the balance between ranged and melee characters..
 

Stormonu

NeoGrognard
One of the things I wish was feasible was to bring back in the loading times of crossbows, but yet somehow make them still worth having on hand. Maybe a "first strike" rule for ranged attacks that gives a huge damage boost if you get the shot off before melee starts (but then the bow users would ask why they don't get the same thing, and you're back to a bow simply being quick to reload anyway....). Or maybe just a plain giant pile of damage with a crossbow attack in the first place (5d10 heavy crossbow, 3d10 light crossbow sounds about right...but then the bow users will be crying for the same treatment*).

* and the sling users are in the corner, just wishing once someone would remember Goliath.
 

FrogReaver

As long as i get to be the frog
Most of the time friendly fire is set up as something that very rarely occurs. I hate this kind of friendly fire because it incentivizes taking the risk, but the one being punished for taking the risk is another PC.

I’d have much less concern if friendly fire occurred much more frequently because then attacks risking it wouldn’t be taken without a really good reason.

if I was going to implement it, I probably would just rule that attacks going through an ally’s space targeting an enemy first resolve against the ally and then if they miss the enemy can be hit as normal. Shots from far enough to the side would not be able to cause friendly fire.
 

Oofta

Legend
Supporter
The problem with risking hitting allies on a miss when firing at a group, it doesn't penalize the person who missed. It penalizes the guy that goes toe-to-toe so the archer can hide in the back. I've played in those games and the archer just kind of shrugs and laughs, meanwhile my front-line PC is down several HP. Implementation also tends to be "the archer misses so the fighter is automatically hit", regardless of what the fighter's AC is.

So count me out of that kind of friendly fire. Is it realistic? Not really but that's not what matters to me. What matters is whether or not it's fun for the entire group. For me, as someone who's PCs have gotten more than one arrow in the back, it's not.
 

All things considered, a friend-fire rule may actually return some of the balance between ranged and melee characters..
I'm not sure how "the melee guy gets hit more" is a mark in their favor.

What irritates me about many friendly fire rules is that the arrow just magically knows who your friend is and hits them, rather than any of the other hostile targets which may be adjacent or interposed.
 

Arilyn

Hero
I'm not sure how "the melee guy gets hit more" is a mark in their favor.

What irritates me about many friendly fire rules is that the arrow just magically knows who your friend is and hits them, rather than any of the other hostile targets which may be adjacent or interposed.
In my game a missed arrow could absolutely hit a different target that's not a buddy, or just not hit anything.
 

Stormonu

NeoGrognard
The problem with risking hitting allies on a miss when firing at a group, it doesn't penalize the person who missed. It penalizes the guy that goes toe-to-toe so the archer can hide in the back. I've played in those games and the archer just kind of shrugs and laughs, meanwhile my front-line PC is down several HP. Implementation also tends to be "the archer misses so the fighter is automatically hit", regardless of what the fighter's AC is.

So count me out of that kind of friendly fire. Is it realistic? Not really but that's not what matters to me. What matters is whether or not it's fun for the entire group. For me, as someone who's PCs have gotten more than one arrow in the back, it's not.
Oh, I've had PCs sort that matter out after the combat - violently. If the stray archer survived the repercussions, they learned NOT to do that again. It's the one time I allow PCs to kill other party members with no DM intervening repercussions. But I make that understood before the first time that possible "friendly fire" shot is taken.
 

Oofta

Legend
Supporter
In my game a missed arrow could absolutely hit a different target that's not a buddy, or just not hit anything.
I've never seen it implemented that way. It's always automatically hitting an ally. But there are other issues as well. If you're firing into a big enough group of monsters, shouldn't it automatically hit, or at least a chance of hitting someone else? You're aiming for the third blood-pact orc on the right, but there's another target on either side, perhaps the one behind or the one behind that. What are the odds of hitting them? Also, why can't it just be a clear miss? Why can't it just be the arrow going over everyone's head?

In any case, for me it simply doesn't add anything to the game for me.
 

I feel like it unduly burdens players who have chosen to play a ranged character.

All things considered, a friend-fire rule may actually return some of the balance between ranged and melee characters

Agreed. Ranged players almost always get to take an attack action against any target they want were the melee fighter is stuck using actions to move and doesn't get to attack or forced to attack the closest foe.

2nd not having friendly fire rules just increase the parties ability to concentrate fire on one foe. A smart tactics, but one only available to players* that makes combats wonky and one sided.

*I mean the DM can use it but his players are probably not going to be happy. Sure sometime the foes might scream "kill the wizard" and concentrate fire but if the DM used it every battle the players will revolt
 

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