Re: Close Combat and Ranged Combat

From: Martin Dick <martin.dick_at_...>
Date: Wed, 06 Sep 2000 16:12:02 +1000


>Message: 12
>Date: Sun, 03 Sep 2000 10:38:14 -0000
>From: "Jane Williams" <jane_at_...>
>Subject: Re: Still converting that low-level RQ campaign
>
>
>Re-re-reading.. yes, I see what you mean. I just have problems
>believing it. So when she got her Javelin 12, her Missile Combat went
>up to 12, and her Archery followed it. And any other missile weapons
>she may learn at a later date will also be at 12.
>
>Character development costs, pp31-32... yes, there's no way of
>improving a sub-ability without improving the main ability, is there?
>So all Close Combat abilities will always be the same. A Humakti's
>Sword will always be at the same skill as his Spear&Shield. Hmm.
>
>I can see some problems with this: but for now, I'm trying to use the
>rules as written before I start making modifications.

Hmmmm is exactly what I thought, so I've scrapped both Close Combat and Ranged Combat, players choose particular weapons for their abilities and then they can improvise from those. E.g Ragni has Long Bow 15, he can pick
up another Bow and use it at either no or insignificant penalty, he uses a crossbow, then he might get the -3, if he tries a sling, he might be at
- 6 or -7. I'm still thinking about what the appropriate penalties should be
but I'l make them up as I go along.

I think Close Combat and Ranged Combat are fine if you want people to be masters of everything and don't really want to worry about those details,
but I enjoy those sorts of details.

Martin

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