From: | Paul Jonathan Adam <Paul@********.DEMON.CO.UK> |
---|---|
Subject: | Re: Reach in Combat |
Date: | Tue, 11 Apr 1995 21:33:11 GMT |
> > My point exactly, HTH is a matter of reach (and a reasonable skill)
nothing
> > else. So as I see it anyone can make a troll, take a reach 2 weapon and
> > beat the crap out of anything. You dont have to be a PA hell you dont
> > even have to be cybered.
>
> This is a house rule, but it makes sense...
>
> In close quarters, I make the reach a disadvantage. I rate the quarters,
> and if you are in (say) a rating One, then you get a +1 to YOUR Tn, and -1
> to theirs for every point of reach over 1. And so on.
>
> It means you don't use great big pole arms in tight sewers. (A player tried
> to do that on me once... the sewer was about two meters high, so he was
> already crouching, being a troll, it was just wide enough for him to enter,
> and he wanted to swing a pole arm around. BZZT!!... the dwarf with the
> dagger was more effective)
On a similar note, we use "superior reach = -1 to target no." as a house
rule. Why? Imagine two men, one with a pike and one with a dagger. As long
as the pikeman can keep his opponent at spearpoint, he's completely safe.
But if the knifeman gets around the point, the pikeman is in real trouble.
So +2 or +3 reach just guarantees that you'll get that -1, it doesn't make
you invincible (after some awkward experiences with Troll samurai with combat
axes...)
We do use a similar system to yours, though. Try using a monofil whip in a
tunnel :-)
--
When you have shot and killed a man, you have defined your attitude towards
him. You have offered a definite answer to a definite problem. For better or
for worse, you have acted decisively.
In fact, the next move is up to him.
Paul J. Adam paul@********.demon.co.uk