Range Mods and You
Posted: Mon Mar 03, 2014 8:02 pm
While I appreciate the change implemented to range mods to try and fix the sticky-range problem, in practice it appears to have worsened things a little. I've fought a couple spars since it went in, and find range is more of a problem than ever.
The basic issue is this: long-range weapons can attack basically at any range, being penalized more and more outside of their comfortable range, but medium-range weapons cannot attack any further out than their maximum range. This is balanced by max-range weapons not working so well indoors (in practice, last I checked, not working at all indoors).
The problem with this method is it means either you can't use the weapon at all indoors (over-balanced) or you can use it at any range without many real disadvantages compared to medium-range (under-balanced).
This also doesn't fix the main problem with ranges: when two fighters using different-range weapons fight each other, they have to spend every turn trying to maneuver into position, in a cat-and-mouse game. Since you can't both move and attack in a single turn, this effectively grinds combat to a halt for multiple rounds.
I would like to make three suggestions to fix this:
1) Long-range and short-range should get the same fix. I.e., treat being too far away and too close as roughly the same. At a certain point, it's just too far to be feasible, but at lesser ranges, simply penalize increasingly.
Why does this make sense? You could RP somebody incorporating movements (lunges, etc.) into an attack to attack with a dagger at medium range, or to attack with a staff at close range.
This also ensures that the options are balanced again each other better than the current tradeoff system does, but it still keeps realism. It's perfectly feasible to use movement within attacks to explain this kind of range flexibility.
2) We should allow steps to be taken ALONG with attacks, in the same turn (the positioning change taking effect either just before or just after the actual attack, I'm fine with either). This allows people to not sacrifice a turn to repositioning, so that players can reposition small amounts without necessarily halting combat entirely.
3) To fit with 3, lunge should become certain success and move you more than 2 steps - maybe 3? While still taking a full round, not being compatible with attack. This greatly deepens the strategy possible in combat, because it may suddenly be worth sacrificing your attack if you can get a considerable repositioning out of it.
The basic issue is this: long-range weapons can attack basically at any range, being penalized more and more outside of their comfortable range, but medium-range weapons cannot attack any further out than their maximum range. This is balanced by max-range weapons not working so well indoors (in practice, last I checked, not working at all indoors).
The problem with this method is it means either you can't use the weapon at all indoors (over-balanced) or you can use it at any range without many real disadvantages compared to medium-range (under-balanced).
This also doesn't fix the main problem with ranges: when two fighters using different-range weapons fight each other, they have to spend every turn trying to maneuver into position, in a cat-and-mouse game. Since you can't both move and attack in a single turn, this effectively grinds combat to a halt for multiple rounds.
I would like to make three suggestions to fix this:
1) Long-range and short-range should get the same fix. I.e., treat being too far away and too close as roughly the same. At a certain point, it's just too far to be feasible, but at lesser ranges, simply penalize increasingly.
Why does this make sense? You could RP somebody incorporating movements (lunges, etc.) into an attack to attack with a dagger at medium range, or to attack with a staff at close range.
This also ensures that the options are balanced again each other better than the current tradeoff system does, but it still keeps realism. It's perfectly feasible to use movement within attacks to explain this kind of range flexibility.
2) We should allow steps to be taken ALONG with attacks, in the same turn (the positioning change taking effect either just before or just after the actual attack, I'm fine with either). This allows people to not sacrifice a turn to repositioning, so that players can reposition small amounts without necessarily halting combat entirely.
3) To fit with 3, lunge should become certain success and move you more than 2 steps - maybe 3? While still taking a full round, not being compatible with attack. This greatly deepens the strategy possible in combat, because it may suddenly be worth sacrificing your attack if you can get a considerable repositioning out of it.