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Re: archery
No need to apologize, I don't care on ranges so long as they are at
something fairly realistic and simple to use.
Further will folks desiring to do the axe throwing game have to buy
up 'axe throwing' as a seperate skill? or will it be part of
my hand axe skill?
Also since we are discussing expansion of missile weapon skill, what
about including something of speed loading? Currently by the rules
you quick draw/load your bow and fire in 1 round, then you are just
as quick to put it away and quick draw again. That doesn't make
sense to me. I'd like to see the missile weapon skill expanded
so that it is like the artillery skill, make x dice off and you
improve your reload time by x amount. I don't remember the exact
mechanics, but may be 2 dice = 1 round off, 3 = 2 rounds off? or 4 = 2rounds
off?
Also, what DV is used for when people are having artillery devices
pointed at them? MDV? LDV?
Wright
> As a side note on being able to hit things at a distance. Using a
> rifle that is capable of being accurate up to 300yards, I only hit a
> 3 foot by 3 foot target 85% of the time at 100 yards and I was using
> a scope. While I have not shot a rifle a heck of a lot, I have shot
> a shot gun more than anyone on this list (even though Joe might
> argue otherwise). Just because you can see it doesn't mean you can
> hit it! (And this was not a moving target).
>
> I think John has come up with a nice option. Why don't we just cut
> the ranges on the bows to mean effective range and reduce the number
> by at least 30%.
>
> (Sorry Wright :) )
>
> -Kris
>
> ----------
> > From: John Hogg <johnhogg@expert.cc.purdue.edu>
> > To: Wright Frazier <khelek@ns1.cioe.com>
> > Cc: Steve Ames <steve@ns1.cioe.com>; gmlist@ns1.cioe.com
> > Subject: Re: archery
> > Date: Monday, September 21, 1998 12:59 PM
> >
> > Ok,
> > Archery ...
> >
> > What I propose will still allow the maximum range for the bows to
> be what
> > they are now, based upon the skill of the wielder (pretty cool,
> eh?), and
> > resolve the issue about doubling range at the price of -6 to hit
> >
> > First, the -6 to hit for double range should be dropped outright
> because
> > of the way it interacts with existing rules (Ironically it allows
> those
> > whom are completely incompetent with a bow to be more lethal at
> extended
> > range than someone with great skill. Let me explain:
> >
> > The premise behind doubling range and sacrificing accuracy was at
> least,
> > in part based on engaging masses of incoming troops, ostensibly in
> tight
> > formations.
> >
> > Now, assuming the original MDV of the troops are a conservative
> 12,
> > someone with a Missle Mod = 0 firing at maximum range hits only on
> 19 or
> > 20 (a crit).
> >
> > That is, 1 in 2 hits is a crit.
> >
> > A more experienced bowman with a MM = 5 would hit on 14-20.
> >
> > That is, 1 in 7 hits is a crit.
> >
> > As the rules state that when firing on masses of troops, a miss
> simply
> > results in a roll on another target (# of potential targets up to
> GM).
> >
> > In the premise of a large mass of troops, and therefore large
> number of
> > secondary targets to be additional rolls when the bowman misses,
> the
> > rookie kills more people outright than the veteran simply because
> he rolls
> > more piercing crits.
> >
> > Proposal:
> > ========
> > 1) Maximum range on a bow and effective range on a bow are two
> > completely different animals.
> > Example: the bow (from the '96 manual printing) has a range of
> > 160 feet, a bit over 50 yards. Undoubtedly, one could fire a
> shaft
> > farther, but not with any accuracy or damage and still be within
> > the rules.
> > 2) However, giving Skippy the wonderbowman a bigger bow doesn't
> make
> > just as easy to aim and hit at twice the range, it merely allows
> > the arrow to do some (admittedly impressive) damage when it gets
> > there, and makes the trajectory a bit more linear (perhaps
> > SLIGHTLY easier to aim as a result, but we already agreed we
> > don't want to get into the battle of +1's)
> >
> > I suggest:
> >
> > 1) Reducing the new bow and crossbow ranges considerably ... not
> > because the hardware can't deliver a payload at a dramatic range,
> but
> > because as Wright said (paraphrased), he'd be lucky to SEE a
> target at
> > that range, let alone hit it.
> >
> > Therefore reduce the printed range on the weapon list (the
> effective
> > range) for the weapon.
> >
> > 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%.
> >
> > However, weapon breaks (overstressed) on a roll of 1 on attacking
> D20 (I
> > presume BEFORE missle mod is added)
> >
> > 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
> >
> > John Hogg johnhogg@expert.cc.purdue.edu
> > "Adventure? Excitement? A jedi craves not these things."
> > -Silent Bob, "Mallrats"
> >
> >
>