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Re: [HOE] Fightin' Questions



As for the overly high TNs:  In my group we have solved this by eliminating the target's fightin' aptitude from the TN calculation.  We found that, with skilled opponents, hand to hand combat often drags on forever, even before tossing in penalties from darkness, pain, fear, etc.  We were also concerned about skilled combatants being effectively immune to melee attacks from lesser opponents.  For example: a fight with Modeen (all by his lonesome) vs. the entire posse went on for hours real time.  It consisted almost entirely Modeen and the Templar taking turns missing.  Furthermore, the posse's Templar was the only one who could even participate since the other posse members had no effective ranged attacks, and their attempts at melee were a joke. 
 
So far, I like my system since it makes hand to hand more like shooting.  That is, the TN for both will usually be in the 5-ish range and, instead of adding range and range increment, you have the defensive bonus of the weapon.  With these rules I have found hand to hand combat to be faster and more brutal since many more attacks land.  While it is a big change to the combat system, I feel it is still fair since it works equally for both the posse and the villains.  It does make being fast somewhat more powerful.  That's because more swings will land, so people will die sooner, so there will be fewer swings total during any particular combat, so getting your swings in early helps a little more than it did under the old system.  It also makes swarms of muties with knives more threatening than they were before.  Finally, while people are easier to hit in general, skilled opponents are still harder to hit than unskilled.  This is because skilled fighters can use their superior rolls when vamoosin'
 
As for darkness: I think the difficulty of shooting someone in the dark is comparable to the difficulty of punching someone in the dark, assuming you are shooting at point blank range.  Of course shooting someone in pitch black at 100 yards is a different matter.  If you want a house rule to represent this, the first thing that comes to mind is multiplying the darkness penalty with the range penalty.  That way in low light conditions it would be -2, or -4, or whatever, per range increment rather than just the usual -1.  That way long range shots in the dark quickly become impossible, but up close and personal fighting remains largely unchanged.  
 
-Scott Pedersen
----- Original Message -----
From: Adam Gritt
Sent: Tuesday, March 04, 2003 1:07 PM
Subject: RE: [HOE] Fightin' Questions

The first would end in a wash, but we were wondering cause sometimes it makes the TN so high that the fight would last for an hour without either hitting each other.  Plus we were trying to figure out how it would have an effect on hand to hand cause we think that if you are that close then the modifier would be different.  After all it is easier to punch someone in the dark than it is to shoot someone.

 

-----Original Message-----
From: owner-hoe@gamerz.net [mailto:owner-hoe@gamerz.net] On Behalf Of Jeff Wheeler
Sent:
Tuesday, March 04, 2003 7:28 AM
To: hoe@gamerz.net
Subject: Re: [HOE] Fightin' Questions

 

1.) Does it matter. Since both combatants have the same penalty it is usually a wash.

 

2.) This just came up in my game. I ruled no and because that is what a sleeve card is for. The rule given in Waste Warriors for a shooter backing out of melee, was meant for just that and nothing else in my opinion.

 

----- Original Message -----

From: Adam Gritt

Sent: Tuesday, March 04, 2003 4:45 AM

Subject: [HOE] Fightin' Questions

 

1. In Low light / darkness situations should the same modifiers be used for melee as for range or should the be ignored or halved?  Any suggestions.  We just decided to halve it but I wanted to know if there were any rulings on this.

2. For melee attacks, if someone is backing away should the rules for firearms in melee (Kung Fu in Waste Warriors) be used to determine if the other party gets an attack of opportunity even if no firearms are involved?