>I have to agree that missile combat is a thorny problem.
Agreed there, but I've sorted it out to my satisfaction, for the situations I've considered up to now.
>One of the biggest problems is that the target can't really do a
>whole lot.
To my mind, he can:
a) Manoeuvre out of sight, dodging & heading for cover. Archer loses
AP due to lack of arrows or energy, reaches 0 when he can't shoot any
more, either due to his own lack, or the targets advantageous
position.
b) Run for an escape, using Running & Dodge to get out of range/sight.
Archer loses AP as the target gets to longer range and has more
intervening obstacles. At 0 AP target is out of range or sight.
c) Close on archer. Archer loses AP as he gets closer to melee while
still holding a bow (it's far more difficult to shoot at a rapidly
moving target at close range, as said target can move through a wider
arc for less movement). You don't need to reset AP, in my opinion,
since a poor (low ability) archer will have taken longer to shoot off
arrows, and so will be less prepared for melee if he doesn't start
ready.
d) Hide behind his shield. OK, this is a legitimate defence, BUT it
does nothing to threaten the archer. If the archer runs out of AP,
he's run out of arrows or patience, BUT the target is no closer to
him, so any further action between them is a new contest with reset
AP. Also, it IS a defence, so what the target does as his action is
the significant factor. I'd also give a hefty penalty for defending
against arrows with Close Combat, probably -10, more if the archer was
being clever ("I'll move to get the sun behind my arrows as they fall
on him").
e) Direct and assist others. While the archer uses up time, arrows and
energy, the target is instructing his buddies, OR HIS FOLLOWERS, to
close (that would probably be the bit in the rulebook about paying AP
to move). Therefore, the target might not get any closer to the
archer, but STILL be able to Close Combat him!
I've thought of others too, but these are the main ones.
Wulf
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