Re: Advancing Under Fire - house rules

From: philip.hibbs_at_...
Date: Thu, 3 Aug 2000 18:06:10 +0100

>I don't change any HW rules so much
>as show how to implement them.

Hurrah so far...

>Range for missile weapons can roughly figured by dividing the
>initial encounter range by the AP of the ranged weapon user,

Yuck. That means that no matter how far away you are, it is equally difficult to get up close and personal. It also involves maths geekiness and pseudo-simulatonism.

Here's my potted archery rules:

  1. Arrows should have a higher edge, maybe 10, because shooting someone *is* unfair. Most shots will have a bid of 1, the player will have to think of a justificaton for higher bids.
  2. If there's a clear run up to the archer, then just run the archery for one exchange per 20-30 or so yards, at the referee's discretion. "He drops out of the trees, and you have a chance for 3 shots before he closes".
  3. If there are obstacles, then make up a penalty on the closing character's ability that they are using to close. Close Combat can't be used at all, Run is ok as long as there are no obstacles, -3 for rough terrain, -5 for very rocky ground, -10 for steep rough ground, -10 for ramparts, -20 for stone wall.

Philip Hibbs http://www.snark.freeserve.co.uk/ Opinions expressed may not even be my own, let alone those of any organisations, nations, species, or schools of thought to which I may be affiliated.

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