[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Weapons and other things.



> What about this, its a bit of Orion's suggestion and something I and pat
> were thinking of.
>
> 	You can move up to 3/4 of your movement and still get 1 normal attack
> 	with combat mod.  This is _NOT_ an impale.

Some people, low raters, Need their full round to even get an attack.
This is an instant advantage for them that increases the base ability
of every adventurer in the book. As a function of either a move-through
skill or the move-through weapon-subskill there is an eep cost and a
roll. I personally lean way heavily toward the subskill. In which case
the person has to be able to make a 2d6 check against the weapon they
are doing this with to get partial (3/4?) movement and an attack.

> 	To get the higher impale damage, you must spend a full round moving
> 	at your maximum movement rate, and then you get the chance to impale,
> 	and you add your combat mod to the hit.  Or you can set your weapon
> 	to receive someone charging at you.  This allows you to use
> 	your combat mod as well.  Your movement however STOPS at the
> 	victim of your impale, regardless of success.

Is that two rounds or one?

> 	Move through attacks, require 2 full rounds of movement to get
> 	up the head of steam, and a movement of at least 80.  The first

AQ running is intertialess. If I have a base movement of 60, I move
60 the first round. I am at full speed from the word go.

> 	2 rounds are spent building up the necessary momentum and force
> 	and then on the 3rd round you may move up, poke the SOD, and then
> 	continue past.  Your combat mod does apply to this attack.  Also
> 	after the attack, failed or succeding, you loose the momentum and
> 	must spend another 2 rounds building up the steam.

This is all way too complex. And of pretty limited utility. If I'm a
big fire draco, I expect that my genetic heritage allows me to fly toward
your group of semi-sentient ooze, and blow enough fire on you, as I fly
past, to not get ice cream headache when I eat you.

A lesser draco that would consent to letting a mage ride it would certainly
find it odd if it started slowing down just because the mage had lightning
bolted a couple of orcs in passing.

Any method of transportation that doesn't involve some form of skill
should only limit its attack methods based on the amount of time that
the utilized attack mode has an opportunity window. Tricky spew, here's
what I'm saying. If I'm on a boat and your on a boat and we pass close
enought to kill one another, we may do so in a manner that is only
restricted by the amount of time we'll be within range of one another.

If, on the other hand, I have to utilize a sprinting or horsemanship
skill then my attention is divided which greatly limits what I can
do. In such a case I cannot utilize another skill and should only get
one attack. But since I am utilizing the other skill I should not have
to stop to make this attack. I may even be making it at a negative
as its a relatively moving target. This is move-through.

I don't have my book in front of me so I can't really speak about impaling.
At the moment it seems odd to me that someone would say that sliding a
steel sword into someone would damamge them more than a spear would.. a
sword is designed for hacking. It'll take off an arm or a head. A single
jab might get some organs if your lucky... and that's what crits are all
about. We already have piercing. Can someone come up with a good reason
to even have sepearte impaling rules? If I have a sword I don't set to
impale, I step aside and whack them as they pass.

						-Steve