Im a newbie, so take that into consideration. If I was using
ranged combat as an extended contest...First of all, I reckon that no
character takes anything other minor shrug-offable wounds until they
get to -ve APs Your humakti pin cushion example is off base in that
respect. If the Humakti is taken to -ve, then how negative is
indicitive of how badly shot he gets. 2nd of all, I wouldnt bother
counting yardage the way you do. Basically, the arhcers APs are
yardage...the lower that value gets, the closer the humakti gets to
taking him out with his sword. If the humakti bets big, he is making
a concerted rush (making him an easier target, but getting closer to
the shooter), if he bets small, he is creeping slowly, using
available
cover, but has less chance of being shot up. Likewise if the archer
bets big, he is standing there shooting, not retreating in front of
the humaktis advance, or if he bets small, he is probably shooting
the
odd passing shot as he scoots back to try to keep the range constant.
I can see that, it makes sense. Actually what I might do is give the
shooter an edge if there is little cover, or a penalty if there is
lots. What else I might do is say that the Humakti has reached melee
range at half the shooters AP, at which time the shooter can switch
to
close combat ability with his remaining APs. Or an alternative is
simply to say that if the humakti has reached melee range with APs
left in the tank, then restart the contest with both combatents using
their close combat abilities and APs. Its one of those tricky grey
areas. Thats why I think simple contests might be better in certain
situations.
stef
> I generally integrate Ranged Combat into Extended Contests, when
there is
> opposition and the outcome is dramatic. At the start of an Extended
> Contest, this tends to reinforce culturally appropriate tactical
> considerations, as a hero will generally begin a contest with his
or
her
> best combat ability in order to start with a greater number of
Advantage
> Points.
>
> A Humakti warrior, for example, would most likely prefer his 5w1
Close
> Combat ability to his 13 Ranged Combat, and thus would seek to
charge
> into melee with his foe rather than hang back throwing knives. A
Grazer
> warrior would most likely prefer his 5w1 Ranged Combat ability to
his 17
> Close Combat (especially if on foot), and would thus seek to remain
at a
> distance and pick off his enemy before he or she could close.
>
> I prefer to discard the existing Movement and Positioning rules as
> written in favor of the following homebrew rule: normal foot
movement per
> unrelated action is handled as an ability test using Physical,
Running or
> a similar ability; distance covered equals 24 yards with a critical
> success, 12 yards with a success, 6 yards with a failure, and 3
yards
> with a fumble.
>
> If a combatant cover more range than the remaining distance, each
> increment of that distance in excess converts to a +2 Edge for the
first
> Close Combat exchange which follows. Also, all Ranged Combat
attacks
made
> at 1/10 of the weapon's base range or closer are considered to be
at
> point-blank range and get +5 to target number. I also allow heroes
a
> Final Action outside of Group Contests. Were the above characters
to
> fight, using these rules, the outcome might turn out like this:
>
> --------------------
>
> FIRST EXCHANGE: Range between combatants is 30 yards.
> Declaration: Subotai the Grazer initiates the Extended Contest
by
> firing
> at Kallai with his bow; AP bid is 7.
> Resolution: Subotai's failed Ranged Combat bumps to success
vs.
> Kallai's
> critical improvised Close Combat (arrow cutting, -15)
results
> in a
> transfer of 7 AP to Kallai; Subotai has 18 AP, Kallai has
32 AP.
> Description: Subotai's arrows flies true... only to be
harmlessly
> cut in
> half by Kallai's slashing sword! Subotai's confidence is
shaken
> by
> Kallai's display of martial prowess, and Kallai howls
with
glee.
>
> SECOND EXCHANGE: Range between combatants is 30 yards.
> Declaration: Kallai the Humakti charges Subotai, his
greatsword
> whirling.
> Resolution: unrelated action; Kallai's successful Running test
> allows him
> to cover 12 yards; Subotai has 18 AP, Kallai has 32 AP.
> Description: Kallai races forward, closing the distance
between
> himself
> and Subotai.
>
> THIRD EXCHANGE: Range between combatants is 18 yards.
> Declaration: Subotai fires at Kallai a second time; AP bid is
7.
> Resolution: Subotai's failed Ranged Combat bumps to success
vs.
> Kallai's
> failed improvised Close Combat results in a 14 AP forfeit
by
> Kallai;
> Subotai chooses to inflict a wound, so Kallai takes a -1
on all
> future
> rolls and drops to 25 AP while Subotai remains at 18 AP.
> Description: Subotai takes careful aim, calming himself before
> letting fly.
> He is rewarded when one of his arrows finds its mark deep
in
> Kallai's
> shoulder. Kallai ceases to howl, a grim look crossing his
face
> as the
> pain sinks in.
>
> FOURTH EXCHANGE: Range between combatants is 18 yards.
> Declaration: Kallai continues to charge Subotai.
> Resolution: unrelated action; Kallai's successful Running test
> allows him
> to cover another 12 yards; Subotai has 18 AP, Kallai has
25 AP.
> Description: Despite his wound, Kallai further closes the
distance
> between
> himself and Subotai.
>
> FIFTH EXCHANGE: Range between combatants is 6 yards.
> Declaration: Subotai fires at Kallai a third time, at
point-blank
> range; AP
> bid is 7.
> Resolution: Subotai's Ranged Combat success bumps to critical
vs.
> Kallai's
> successful improvised Close Combat results in a transfer
of 7
> AP to
> Subotai; Subotai elects to wound Kallai a second time,
giving
> him -2
> to all future rolls; Subotai has 18 AP, Kallai has 25 AP.
> Description: Another of Subotai's arrow strikes home, burying
itself
> in
> Kallai's side. Kallai grunts in pain, but is not deterred.
>
> SIXTH EXCHANGE: Range between combatants is 6 yards.
> Declaration: Kallai continues to charge Subotai.
> Resolution: unrelated action; Kallai's successful Running test
> allows him
> to cover the remaining distance between himself and
Subotai,
> with 6
> yards of carry-over which Kallai can use as a +2 Edge in
the
> first
> Close Combat exchange; Subotai has 18 AP, Kallai has 25
AP.
> Description: Despite his wounds, Kallai is upon Subotai at
last!
>
> SEVENTH EXCHANGE: Range between combatants is nil.
> Declaration: Subotai fires off one last point-blank shot at
Kallai;
> AP bid
> is 7.
> Resolution: Subotai's Ranged Combat success bumps to critical
vs.
> Kallai's
> critical improvised Close Combat results, at narrator's
> discretion, in
> a 9 AP forfeit by Subotai as high roller, plus an added
special
> effect
> in Kallai's favor; Subotai has 9 AP, Kallai has 25 AP.
> Description: Subotai brings an arrow to bear on Kallai's right
eye,
> only to
> have both arrow and bow split in twain as Kallai bears
down on
> him!
>
> EIGHTH EXCHANGE
> Declaration: Kallai hews mightily at Subotai with his
greatsword, as
> the poor
> Grazer quickly switchs to spear and shield; AP bid is 9.
> Resolution: Kallai's failed Close Combat bumps to success vs.
> Subotai's Close
> Combat fumble results in a 27 AP forfeit by Subotai;
Kallai
> decides to
> inflict a wound, so Subotai is -1 for all future rolls
and
> drops to -11
> AP while Kallai remains at 25 AP.
> Decsription: Bloody splashes follow in the arc of Kallai's
blade as
> two quick
> strokes from his greatsword drop Subotai to the ground,
> clutching his arm
> and belly! Subotai is badly hurt, and must struggle if he
is to
> fight on.
>
> NINTH EXCHANGE
> Declaration: Subotai attempts to clear his mind of pain, in
hopes of
> catching
> Kallai with a last spear-thrust before succumbing to his
> injuries.
> Resolution: final action; Subotai's Ignore Pain test fails and
he
> cannot take
> any action.
> Description: Grimacing fiercely, Subotai attempts to raise his
spear
> to meet
> Kallai only to waver and fail.
>
> TENTH EXCHANGE
> Declaration: Kallai opts for a coup-de-grace on Subotai,
required by
> his Humakt
> geas to deliver a death-blow, given opportunity, to any
fallen
> opponent; AP
> bid is 1.
> Resolution: Kallai's failed Close Combat bumps to success vs.
> Subotai's Close
> Combat success results in a 1 AP forfeit by Subotai.
> Description: Subotai cries out as Kallai runs him through with
his
> greatsword,
> and expires.
>
> --------------------
>
> In the midst or at the end of an Extended Contest, a hero might
wish
to
> prevent an otherwise inaccessible opponent from breaking off, or to
> administer a coup-de-grace from a distance. In either case, he or
she
> could accomplish this by switching to Ranged Combat for one
exchange. I
> permit heroes in a Group Contest to seek a suitable position from
which
> to shoot arrows or evade an opponent using an unrelated action.
>
> This is not withdrawal, just moving to a better-defensible
position.
It
> works not unlike the Maneuver skills from RoleMaster, and
characters
can
> improve at it. A Heortling hunter would act as a skirmisher during
raids,
> largely, and would certainly have some sort of ability in this
vein,
> whether an Evade permitting him or her to scramble away from a
wounded or
> angry prey animal while continuing to rain missile fire upon it or
a
> Skirmish permitting him or her to strike an enemy and withdraw...
forcing
> the opponent to close again.
>
> Thought? Opinions?
>
>
>
>
> ================================================
> Michael Schwartz mschwartz_at_m... Ann Arbor, MI USA