Hi folks,
I've been helping out the staff with ranged combat design, and we have a current summary to base the spec on. Before it goes to fully-written status, though, I thought I'd run it by everyone. Not everybody can make OOC meetings (including me, this week), so the forum seems the best way!
Thoughts/questions/ideas/suggestions?
Trade-Offs
* Works from far/extended range
* BUT penalize at close ranges (extended=0, far=0, medium-far=0, medium=0,
* Cannot dual-wield with any other weapon while wielding a bow
* Defense penalties - while using bow and arrow you cannot wield a shield
so no block, and every other defense is penalized -2 steps
down the table. This is to represent that the bow is cumbersome and slow,
and that your advantage is truly range - if somebody gets in close with
you, you'll be in serious trouble. It should keep bowmen from killing
people without difficulty in every situation, hopefully.
Defense Factors
* Strong against 1 defense, weak against 1 defense, neutral against
2 others - same as most weapons
General Notes about Function:
* Requires 1 arrow object per attack, automatically deducted from quiver
obj equipped every time you use fire command; no arrows/no quiver, no
attacking
* No reload command necessary; ranged will be as fast as anything else, 1
attack/round
* Quiver obj type: container that can only hold arrow object type.
Probably 12 arrows? Quivers worn shoulder/waist
* Damage equivalent to upper end of av. Dam for other weapons (av. Dam at
Wicked -52)
Charge:
* A new command that functions as a way to clear multiple range bands at
once
* Charge <person> range to auto-move to that range with the person
* Success odds - auto-success at charging 1 band
* Success odds for charging more than one band = based on current used
defensive skill. The test would use the general percent chance at
skill rank function vs 1d100, so that those with lower
skill are not as completely penalized by a straight 1d100 vs skill rank.
This would mean that those at max skill have a 99% chance of success.
BUT...
* Subtract 15 from chance of success for every range band you want to cross
BEYOND the first.
* If failure occurs, you may still get somewhere; for every 15 point you
fail by, subtract one band from your movement, to the minimum of 1 band.
(I.e., every time you charge you WILL go at least one band.)
* Example: At skill 36, I try to charge close to far. My base chance is 76%,
minus 45% for charging 4 bands (4-1=3*15= 45%). 76% chance - 45%
adjustment = 31% chance of success. If I roll 31 or lower, I get there.
If I roll between 32-46, I get one band short and charge close to
medium-far. If I roll between 47-61, I get two bands short and charge
close to medium. If I roll 62 or higher, I've missed by a margin of three
bands or more and I only get close-medium-close.
What if I'm skill 75? 99% base chance, minus 45%, nets me a 54% chance of
success. Between 55-69, I get three bands; 69-83, I get two; 84 or above,
I only get one.
Ranged Combat
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