[Rq-rules] Thanks!
Styopa
styopa1 at gmail.com
Thu Oct 18 06:19:45 PDT 2007
On 10/17/07, steve <steve at perrinworlds.com> wrote:
>
>
> As the inventor of Strike Ranks, my suggestion is to ignore them entirely.
>
>
LOL.
I've had a fairly complex system worked out, but have lately been tending to
MGF over verisimilitude.
So I'm going with a basic die-roll for init, modified slightly by dex (like
D&D). In a tie, longest weapon goes first if they're coming into contact,
shorter weapon goes 1st if they are already in melee with each other.
I do vary the DIE ROLL, which I haven't heard of others doing. In tight,
constricted spaces where raw hand/eye coordination and balance are at a
premium, I have them roll d6's, in wide open spaces like an open plain, they
roll d12s. I've not analyzed this too carefully, but it really does add a
'feel' to close-quarters combat that feels "tight" - everything is happening
at the same time. In the open, players clearly feel like they have a lot
more options.
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