[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: archery commentary
> (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)
I'll write something up as well after I get done chewing on Foo's horsey
writeup. you are not however off the hook for writing one up. ;) Yee
who bitches must do some work. ;)
> 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.
Sometimes you just plane do not see it. In Geleia its quite understandable.
There are a lot of hills and forests around the southern parts of the island.
The northern part is the wide open spaces, but players don't go there much.
> Artillery is CREWED ... Fireball is area effect ... take out the gunners
> and loaders.
Marajos have over 100 people on'em, and are big ships. They can always
replace the crew you zorch.
>
> > 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)
>
Used'em as actors many times, the time it takes to defer something makes
the character impractical, plus the double spell unit costs. But hey,
if ya want it, knock yourself out. =)
> > Run such a fight, the party got out of it, and I had 40 archers.
>
> Slick party
>
Yep, they were for the most part. Low rate too.
Wright