Re:Re:Ranged Combat

From: zero-c_at_...
Date: Tue, 23 Oct 2001 01:59:35 -0000


Wulf corbett said:

> I have some problems with how to resolve ranged combat
situations.The
> extended-contest-rules for close combat work fine,as long as you
have
> an attacker and a defender.
> This is not the case with most ranged combat situations.

>I'll deal with this one, and your question about lack of
>Attributes/Stats in one go, as they both rely on one factor:
>Improvised abilities.
>
>The question of one-sided missile combat has been discussed at great
>length here long in the past. You could, I'm sure, find it with a
>search. Here are the basic possibilities as I remember them:

I knew that,but first of all,there are more than 10.000 messages and Iīm still at number 1700....;-)
Also,I found this topic,but no real answer,that satisfied me.There was only one little hint,in a message from Roderick,who said,that you wouldnīt resolve such a situation with a simple contest.Either itīs dramatic and then you play it with an extended contest or itīs not dramatic,then the narrator decides,what suits the story best.That was my mistake in not understanding the philosophy of HW and it seems that this is a problem,for a lot of topics,people discuss in our group.We are all used to simulating every gamesituation,instead of narrating a story-but thatīs what the game is all about!!!

>
>1) Ranged weapon vs. movement ability. Shoot him before he reaches
>cover (or reaches YOU!)
>2) Simple contests (like you say, this needs some measure of the
>weapon Edge factored in)
>3) Ranged weapon vs. Hide In Cover, etc. Like the first example, but
>the opposition can't get to the archer.>>
>
>Now, with both this, and the opening doors problem, the real secret
>is allowing Improvisation. To avoid arrows, any decent Movement
>ability/Affinity should do. Dodge Blow sounds, to me anyway, like a
>melee dodge, so I'd slap on an Improv. Mod (I use -5, not -3, but
>whatever).
>

Again,thank you for answering.I knew this already...but still,it doesnīt solve the problem with all the possible cases.I think the"resist poison thing"is a good example.Look at the characterexample of „Kallai"in the rulesbook.He has no relevant ability for resisting poison,not even one,you could improvise with.Still he is surely a strong and tough man,because he is a warrior.
So these are the occasions where I wonder if it wouldnīt be a good idea to have some general characteristics...How about making the rule,that you must have a movement,and a body-kind of-ability and a strength related ability,when you generate your character? Or you have to say specific things about certain types.For instance,when you generate a soldier/warrior/fighter you must have a word for his strength and his toughness,still this doesnīt help with all the other charactertypes...

peace
Christian

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