Re: Re: broad abilities

From: Gerald Bosch <gbosch_at_...>
Date: Tue, 19 Jun 2001 19:31:40 -0400


I don't know if you have noticed this, but on the revised errata page for Thunder Rebels "Fyrd Combat" has been made into a sub-ability (or whatever) of something called "Mass Combat."

Gerald

gamartin_at_... wrote:

> > Well a "normal" character can currently start with two (or
> > maybe "both" ) combat skills - Close Combat and Ranged Combat.
> There
> > was a suggestion somewhere (and it may have been on RR's "GLORWAR"
> > list) that a third ability "Group Combat" should be added (this
> would
> > be where fyrd combat, shield wall combat, etc would go) the theory
> > being that someone who is a good swordsman may find themselves
> > constrained by needing to hold a place in formation, and/or someone
> > perfectly capable of holding their place in a mob may be less
> > efficient if cornered alone...)
>
> Quite true but: with a number of notable exceptions, nobody teaches
> just swordplay, they teach a method of warfare. A doctrine that
> incorprates equipment, tactics, method etc. Every Orlanthi
> characters has been trained in group combat rather than single
> combat. The rare exceptions are explicit duelling schools which are
> very specialist. So, I think assigning a combat skill from a
> cultural basis is correct, that there is no significant distinction
> between a single and group combat skill under most circumstance, and
> the exceptions can be represented by a special Duellist School (or
> Gladiator School) ability. Which can be improv penaltied to nothing
> on the battlefield.
>
> >
> > I could see an argument for further dividing "Close Combat"
> > into "Armed Combat" and "Unarmed Combat" (so your master fencer
> isn't
> > also a master Sumo wrestler). Adding "Mounted Combat" as a
> seperate
> > ability would get around the "problem" of assigning a penalty to a
> > Grazlander when forced to fight on foot.
> >
> > But if you had those options I'm sure most people would want to
> have
> > some sort of score in most, if not all of them to start with, even
> if
> > they don't regularly increase more than one.
> >
> > I can't really see the benefits of dividing the combat skills down
> > any further than this ...
> >
> > Tommy the Trollkin
> > Armed Combat 13 (Club, Spear and shield)
> > Unarmed Combat 12(Bite)
> > Ranged Combat 14 (Thrown Rock, Sling)
> > Group Combat 17 (Trollkin Mob)
> > Mounted Combat 8 (Hambeetle Lance)
> >
> > ???
>
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