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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