I'm a bit off at the moment because I haven't really been mucking with combat for the last few days, and I'm up to other things at the moment, but at first glance this looks... Surprisingly fair and measured. From the view of an Unarmed/Dagger build, it still allows people with longer-reach weapons to have an advantage over me (which is good, that's why they've chosen those weapons), but it also allows me to strike out at them, potentially slowing/hampering their defense and allowing me to focus on getting closer for a round as they struggle to knock down my HP/MV.Takta wrote:Here's my current proposal:
Ideal range: No penalty.
+/-1: No penalty.
+/-2: -2 ranks on the table, message: "$n's attack is moderately hampered by the range."
+/-3: -4 ranks on the table, message: "$n's attack is seriously hampered by the range."
+/-4: Cannot attack: "$n's weapon simply cannot reach <target> at this range."
(no melee weapon can attack at extended)
So a dagger fighter can attack at close or medium-close without penalty, is hampered
at medium by -2, hampered at medium-far by -4, and just can't attack at far.
(We could assume this represents quickly darting in, just long enough to strike, but
far is simply -too- far to dart in.)
A polearm fighter can attack at far or medium-far without penalty, hampered at medium
by -2, hampered at medium-close by -4, and just can't attack at close. (We could
assume this represents shifting your grip on the polearm.)
I welcome thoughts/comments!
This appears, as well, to allow people with a high weapon skill to "reach out and touch someone," as taking the detriment to attack would be less punishing for folks with extremely high skills in weapons and the like. I'd like to have it explained a bit more in-depth, because I'm a bit slow, but like I said - I like the way this looks/sounds and hats off to Takta for taking the initiative and handling this one so quick.
Looking forward to seeing what everyone else has to say, and (hopefully) being able to make a difference in combat! Hopefully the players with a bit more combat experience can weigh in, as this is the first combat character I've yet made.