[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [DL] Combat streamlining
>> When you subdivide the table into left and right, it becomes easier to
>> adjust your aim (change the to hit roll) to hit the arm on
>> the other side of the torso, then it is to hit the torso inbetween.
>
> Ah, I see what you're saying.
>
> Hmm.. I had not really thought of that before. I guess a possible fix (but
> more complicated for everyone to remember) would be something like:
>
> 1-4 = legs (1,3 = left, 2,4 = right)
> 5-9 = Lower Guts
> 10 = Gizzards
> 11-12 = Left Arm
> 13-14 = Upper Guts
> 15-16 = Right Arm
> 17-19 = Upper Guts
> 20 = Head.
>
> This way a raise lets a player choose which leg is hit (which is fair since
> they're beside each other) or in the upper body move from an arm to the
> torso (again, beside each other) but generally not across to the other arm
> without several raises. In H2H combat, where the roll is always +2, you're
> more likely to hit the opponents right arm than his left, which makes sense
> since the right arm is more likely to be HIS weapon arm and thus the one
> closer to you (swap them if opponent is left handed? *grin*).
>
Well, we have it divided a little differently in our group.
1-2 Left Leg
3-4 Right Leg
5-9 Lower Guts
10 Gizzards
11-15 Upper Guts
16-17 Right Arm
18-19 Left Arm
20 Noggin
That seems to reflect the likelihood of hitting one place over another a
little better than your table, just because there's more torso than arms on
the average human being.
Yours might make more sense for hand-to-hand combat, though, I'll concede.
Daphné
--
"I've really got to learn to just do the damage and get out of town. It's
the 'stay and gloat' that gets me every time."
--Ethan Rayne, in Buffy the Vampire Slayer