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Old 06-17-2019, 11:39 AM   #15
larsdangly
 
Join Date: Dec 2017
Default Re: Attacking a prone figure - adjDX for both time of attack and to hit?

Quote:
Originally Posted by Shoug View Post
To be honest, I feel like all the DX adjustments for to-hit justify a change in action order. We're talking about really small time frames here, we're to assume that all the actions in a turn are happening relatively simultaneously within a single 5 second window (I know that nothing happens truly simultaneously but that's abstraction). I don't find it unrealistic that a figure throwing a knife from far away might hesitate to do so more than a figure simply thrusting with a knife, because he is somewhat less confident in his maneuver or because he needs a moment to make subconscious trajectory calculations. I don't find it worth it to make any house rules about it.
Whatever is or isn't the most realistic thing, I believe it is best game design to always base relative order on fully adjDX rather than trying to track separately your 'order' adjDX and your 'to hit' adjDX.
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