While I was whiling away my time doing whatever it is I tell myself is worth my attention, I was stricken with a powerful need to commit some thoughts to this blog before I continue with anything else. I'd like to finish the Giants article, but I'm still trying to get it to a level of polish that I'd be willing to present. I added some information about the Jord, but I need to cut it down so that the practically useless information is no longer present. (Who but me cares that no one understands the Jord because their language is complicated to historians? That gets more attention than the fact that they eat souls? God I'm an idiot...)
For a long time I've been nervous about combat in my SAME campaign. Simply put, I don't like the rules I've written. As is, they provide no real incentive to enter melee combat. And that isn't bad, but it isn't representative of the kinds of scenes I want to illustrate with each combat.
I want guys who leap right into the fray, dodging attacks by a hair's breadth and retaliating in kind. I want guys perched up on a high ledge who summon strangling roots and hurl orbs of molten rock upon unsuspecting foes. And I want each option to be as viable as the other, so our characters never have to be shoe-horned into one job because they picked a certain ability over another.
That said, I was stricken with an idea recently. It was simple, and elegant. So much so that I'm wondering why I didn't think of it sooner. That way, I could have worked out some additional hang-ups before I lost my drive to write about it. Anyway...
Every additional increment they are away from melee, a defending character adds two to their defense.
Melee: add nothing
Near: add 2
Far: 4
Distant: 6
etc...
Ex: A warg is 120 feet away, but Someguy wants to call up a set of earthen spikes to pierce its wooly hide. He attacks with his Moxy, which is better than his Agility, looking to beat a 14+M defense. He's willing to attempt it, because he's looking to damage it a little before it reaches the party, etc...
Also, spells can attack with either Agility or Moxy. I don't really care anymore; the only reason I was sticking to Moxy is because I was getting held up by the "spell" moniker. All it was doing was making Strength/Agility characters useless or boring. So, that's out. Everything's just attacks now. It doesn't matter if your physical attack has a magical source or vice versa, it's up to you and your preferences.
The benefit of these changes should be apparent; there's more risk in fighting in melee, but you can put enemies down more quickly. There's less risk in fighting ranged, but you kill stuff more slowly.
That's it. All that's left is to tweak it some, so that everything evens out in a way that satisfies me.
Your thoughts?
Tuesday, March 24, 2009
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11 comments:
This was always something that bothered me about the miniatures games that Wizards puts out. Shooters in cover will almost always slaughter melee figures.
I like this solution and you're right, it is simple. Almost to the extent that it seems TOO simple, though. We should definitely playtest it next time.
Do you and/or Brian return this weekend?
Brian should've been back since Monday; I'll probably come back some time this weekend. I have to make arrangements.
Well I must say that I do agree with what Alex has posted here. It seems a bit to simple but at the same time makes total sense. The idea that a guy with a bow can cut down foes quicker than his counterpart with the hammer up front could has alwayed bugged me. I think we have a good thing going here.
Yo homedogs.
Should the weather permit (it's 34 degrees and fucking snowing right now ><), I'll be heading home tomorrow afternoon for my sure-to-be glorious spring break. I'll most likely be back in Germantown around 6:00 pm. Then, I'm home for all of next week and will probably head back the following Sunday, April t3h f1fth.
Okay, just kidding. I didn't get enough sleep as I...guess I should have last night, so I decided to just wait until Friday morning to head back :)
I'll have to come back sometime after this weekend; I have to do some work for my Illustration course. We're doing an assignment that is pretty much concept art!
But, as with everything, the instructors saw fit to make an exciting project boring with so-called "challenges." I'm inundated with stupid keywords I have to wrangle into an intriguing idea, only to be denied even the smallest concessions that would allow me worlds of opportunity for scenes, people and creatures. Curse you, list of genres and keywords, curse you! From hell's heart I stab at thee! For hate's sake, I spit my flat cola at thee!
Anyway, I can upload my game concept if you guys want to read it. I've paid some service to the actual art for it, and I'll put some of it on my doodle blog when I've made enough progress and have come up with a cool logo.
A minor combat with my group here in Milwaukee (now down to an all-too-manageable two people) provided some data...
Not to knock them or anything, but they aren't as gamist as we are, nor are they as used to the act, so the insights I gleaned from the brief combat probably aren't as substantial as what I might be able to get from our own game.
Still, it basically showed what is always true of any table-top game; long-range combat is boring. I have to figure out a way to liven things up for far-off combatants.
I will be coming home this weekend, so if yous guys wants to plays somes games, thats woulds bes alrightses.
ya gaems r gud.
Friday after 8-ish or Saturday evening are aces.
Saturday would be the preferred night on my end.
BUT IDK WAT U GAIZ WNAT FRUM M3.
So uh, when?
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