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Move Through
How about this for the move and attack thing
Going on the fact that if you are within 5 feet you are effectively
within melee range and that a someone in plate moves 20 feet a
round. It is safe to assume that you can move the equivalent of 1/4
movement rate and still use skills and attack as normal (yes I know
right now that someone in a loincloth can still only move 5 feet and
attack and they move 60, but lets take the extreme)
Based on this someone flying at 120 could move a total of 30' in a
round and still attack and use skills as normal. I.E. they move in
15 feet attack and them move away 15 feet.
We could then say that if you wanted to move say up to half of their
movement rate they could only then use Because of the nature of the
attack, only the weapon subskills "lethal" and "precise" (i.e. no
multi attacks) or one other skill (horse back riding).
-Kris
----------
> From: Wright Frazier <khelek@ns1.cioe.com>
> To: gmlist@cioe.com
> Subject: Weapons and other things.
> Date: Wednesday, August 19, 1998 9:13 PM
>
>
> Was talking to Pat today and he got me thinking about the whole
weapon
> thing again..joy. He made some really good points, ones that I
> agree with, and got me thinkin on other things about weapons.
>
> First off..d20 weapons..bad idea..they really should be limited to
a
> d12 damage. Why? 20 pts of damage is a schload of damage and
shouldn't
> be an amount of damage you can do buy going to a store and picking
up
> a 50sp weapon off the shelf. Unless people really object, I think
I
> will change it in the writeup to reflect this.
>
> Next, how to price those spiffy weapons in terms of xp base cost.
We
> currently already have a 'multi-function' weapon in the game. The
maroglave.
> It can punch or slash, and its base cost is not the 240 that you'd
> normally get by multiplying its max damage by 30. Instead its 270
to
> reflect its versatility.
>
> So my idea is this: weapons with special functions get their base
cost
> increased by some equivlant over the base damage. bleh that
sounds
> bad, here is an example.
>
> The Halberd. 3 function weapon. 1) chop 2) poke 3) dismount.
> We'll assume the highest damage it can do is 1d12 for the
> chop(previously a d20), so generally speaking the base cost
> is 360. However the poke of 1d8 bumps this up by another 30pts
> for a BC of 390. Then the dismounting function ups this by
another
> 30 for a base cost of 420.
>
> The Pike. Base damage like 1d8 or so, so normally a BC of 240.
> However because of its versaility and its not incredibly easy to
> use in formation, we up the base cost by 30 for a base cost of
270.
>
> Opinions?
>
> Next one is impale and moving and attacking.
>
> 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.
>
> 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.
>
> 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
> 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.
>
> Note for the purposes of "Full round of movement" we are not
talking
> about running in tight circles. May be a long arc around a room,
> but not running in a 10 foot circle and then impaling someone.
>
>
> Opinions?
>
> Wright
>