[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: archery commentary
On Thu, 24 Sep 1998, Wright Frazier wrote:
>
> Nooo...read what I said. I'll take my chances with the assassin over
> my chances with the divine word. There are many more chances of error
> in the assassination than the 6d6 check that isn't stressable.
>
My bad, misunderstood the statement.
> >
> > So are the ranges being cut, or the x2 option dropped? Otherwise, he just
> > doesn't fire as fast as someone with skill, and can't jostle for a better
> > shot.
>
> Dunno, noone has written anything else up, just bandied stuff back and
> forth.
>
(Homer Simpson voice)
dooooooooh! But Marge, ..., er Wright, I'm the one bitching the most.
(I'll work on something later this week ... would really prefer to drop
ranges, but I didn't put the work into the new missle weapons you did, was
hoping YOU'd drop the ranges by about 1/3)
> No, thats an invalid assumption. Ship combats begin at 10+miles, thats
> well beyond combat range of any weapon. Indoor combats begin at less.
> Sorry, combats begin when people see each other and decide its a
> good idea to kill the other guy. The 'seeing' each other is the big
> key here, that is up to the GM.
>
Tell the GM your character is considering melee action as soon as the
enemy is visible. You are right (well, you're Wright, as well, but I'm
babbling) in asserting that if the GM doesn't open the option for combat
until 200 ft the players are hosed, assert you wish to enter combat rounds
BEFORE that range.
> > (Homer Simpson voice)
> > Mmmmm, Ambush skill
>
> Ambushes begin at less than 40' so warriors could quickly get into melee,
> and then use those free rounds of combat to buzz the enemy apart.
>
Ambushes USUALLY begin at ...
> > Defer ... Fireball, but go after the artillery, first ...
> > Torch, but go after the sails, or flaming arrows W/O defer
> > Demolish, and damn near anything
>
> Fireballs don't set fires. Flaming arrows and flame will.
Artillery is CREWED ... Fireball is area effect ... take out the gunners
and loaders.
> I didn't have access to that, but I still don't see your point here.
>
extended range REALLY can tweak out spells
(the guy with a bow I'm thinking of messing around with ain't gonna be a
warrior, dude)
> Run such a fight, the party got out of it, and I had 40 archers.
Slick party
Catch you guys later,
John