[Rq-rules] Aiming and attack speed
Tom Cantine
tcantine at incentre.net
Mon May 22 11:04:41 PDT 2006
The more I think about this, along with my own experience in fencing,
the more I am inclined to drop aiming rules for melee combat. It seems
to me that if I'm trying to hit my opponent in a spot I perceive as
especially vulnerable or tactically useful, one of the things I will be
doing to enhance my likelihood of hitting there is trying to get him to
defend somewhere else, and that means actively going after those other
spots.
Now, suppose I'm going after another spot, like the legs or maybe the
weapon arm, simply because I want to subdue my opponent with minimal
risk of accidentally killing him. In this case, it isn't so much that I
want to hit the targeted area as that I want NOT to hit the vitals.
So I wonder if it might help things if we change the sequence of the
dice rolls a bit. Remember that, as Bjorn pointed out, strike ranks are
not so much a temporal sequence as they are a mechanism for determining
priority; all other things being equal, a guy who attacks on SR 6 is
just likelier to prevail against a guy who attacks on SR 7; it does not
mean that he swings 1.2 seconds before the other guy.
Here's my suggestion, then: If I want to target a location, roll the
hit location BEFORE finishing the statement of intent. That way, if I'm
up against someone with an unarmoured head, and I see from his stance
that his armoured left arm is exposed, I can state Parry and Dodge.
Actually, since I can in principle declare a variety of different
attacks (slash, stab, punch, kick, headbutt, grapple, shield bash...),
we could be perverse and roll a different location for each potential
attack, and then decide what intent to declare. (Incidentally, it also
could influence defensive tactics; if I realize my shielded left arm is
exposed to the guy with the bastardsword on my left, while my
unarmoured abdomen is vulnerable to the one on my right, I might choose
to parry differently.)
Obviously, the excess dice rolling is a pain, and probably not worth it
most of the time. But it DOES provide a nice way to mix up combat a
bit; I've often observed that there's rarely any reason to resort to
other forms of attack besides one's primary weapon, when a satisfyingly
bloody battle will involve all sorts of cinematic maneuvers. In RQ,
it's almost never worthwhile to sword parry and shield bash, for
example, but with my proposal here it could be.
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