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Re: archery
> 2) Check out the Artillery skill. One of the abilities of the
> Artillery skill is extending range. Incorporate this into the Missle
> weapon skill.
>
> I believe extending range is done as follows:
>
> add 25% of the weapons printed (effective) range per each D6 rolled
> against the skill ... up to an additional 100%.
Why stop at 100%? A 5d6 check is tricky as hell, let 'em have the
extra 25% for the extra die. Explain it away as knowing how to choose
better arrows, judging wind conditions, etc...
Makes it one step simpler to not have the limitation.
> However, weapon breaks (overstressed) on a roll of 1 on attacking D20 (I
> presume BEFORE missle mod is added)
Bow string or bow? Magical bows getting a check as per normal course of
events right?
> This would also make the missle weapon skills worth having above 7 or 12
> (almost solely for quickdraw)
>
> Simpler than range tables AND skill based
Yep, I like it! And... one we incorporate the concept of split dice
you can roll 4d6 -vs- your bow skill and use 1d6 of that for extra
distance and 3d6 for precise attack.
Mmm... yep, this at first look is a much better solution.
-Steve
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- References:
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