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Re: [HOE] "florentine" -- a little excessive?
And never forget that the opponents Fightin' score is added in, as well as
the defensive bonus of any weapon the opponent is using. For instance, if
your hot templar goes up against a guy with Fightin': Knife 5, and the guy
actually has a knife, your Templar needs a 10 to hit at all, a 15 to get
that raise. Considering his +6 bonus, that a 4 for one hit and a 9 for
both. If the opponent has a Fightin' in something with a defensive bonus
(like a sword, or even a spear), then the defensive bonus adds in too.
If the opponent is a complete loser in hand-2-hand fighting, then the fight
wouldn't have lasted long even without the Florentine stuff.
And my favorite solution comes from Indiana Jones -- shoot the guy who's
really good with a sword. OK, so you probably already spend a lot of time
shooting at your posse, but I like that scene ;-)
Jeff Y.
Marshal for the Dynamite Gang
----- Original Message -----
From: "Robert Holland" <robert@macauley.com>
To: <hoe@gamerz.net>
Sent: Saturday, March 31, 2001 9:17 PM
Subject: Re: [HOE] "florentine" -- a little excessive?
> >The Templar in my party has just added fightin':florentine.
> >Now if he hits with a raise with his primary h2h weapon,
> >he'll also hit with the other. So far, fine. But of course
> >his primary weapon is a really hot sword with which he has a
> >total of +6 bonus to hit. So now if he picks up a junk
> >flea-market blade in his other hand, he'll score a second
> >hit with it on fightin' rolls of 4 and up (before bonus)?
> >Gross, but that's the way I read it.
>
> Seems like a simple solution--make a second hit occur on a raise over the
base
> target number, not the modified. So he hits with the first sword on a -1
or
> better (how the Hell did he get a +5 sword, anyway?) and with the second
on a 10
> or better.
>
> --Robert Holland
>
>
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