04-17-2019, 02:58 AM | #1 |
Join Date: Aug 2004
Location: Mt. Pleasant, Michigan
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Combat Modifiers and AdjDX
On page 115 of ITL, it says that missle and thrown weapon DX adjustments do not count for determining which figure attacks first.
Does that mean that other things like facing to-hit bonuses and the like DO adjust this? Another good reason to get behind your enemy I suppose :) Allen |
04-17-2019, 06:48 AM | #4 | |
Join Date: Jun 2018
Location: Durham, NC
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Re: Combat Modifiers and AdjDX
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I would be interested in other's take on this. BTW, it raises the question how to treat Thrown weapons with Missile weapon modifiers regarding facing. That is: Boomerang and Spear Thrower. |
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04-17-2019, 11:12 PM | #5 |
Join Date: May 2015
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Re: Combat Modifiers and AdjDX
We never gave facing adjustments to any ranged attacks (missile, thrown, or magic).
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04-18-2019, 05:38 AM | #6 |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Combat Modifiers and AdjDX
Skarg: It's slightly off the OP's question, but why would missile attacks not get the facing bonus? The facing bonus reflects the target's lack of awareness of the attack, and resulting lack of defensive action (evasion / dodging / parrying / whatever) — and that certainly seems (to me, anyway) to apply to incoming projectiles, just as much as to handheld weapons.
To the OP's point, though: Precisely because that facing bonus reflects a lack of defensive action from the target — not the actual 'speed' of either party involved — I would argue that it has nothing to do with Initiative. In other words: Being behind the lightning-fast Dark Elf Fencer might give you a great shot at his back because he's not trying to dodge it, but that doesn't mean you'll make that shot before he guts the poor sod standing right in front of him. |
04-18-2019, 12:36 PM | #7 | |||
Join Date: Feb 2009
Location: Central Texas, north of Austin
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Re: Combat Modifiers and AdjDX
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~~~ If they print a revision of In The Labyrinth, I would love to see it include the DX Bonuses and Penalties from the GM screen with a bit more explanation and elaboration. And just to be clear, as has been mentioned, we are discussing two separate but related issues here: (1) DX adjustments for facing, and (2) the effects of DX adjustments on action sequence. |
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04-18-2019, 12:56 PM | #8 | |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Combat Modifiers and AdjDX
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04-18-2019, 01:12 PM | #9 |
Join Date: May 2015
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Re: Combat Modifiers and AdjDX
@FireHorse Yes, I think the intended rule is that neither thrown or missile weapons would get the bonus.
There is some logic in your suggestion that there should be an advantage in shooting people in the back (other than they would be less likely to think to take the Dodge option). However I think the degree should not be so great. Hitting figures in combat with ranged weapons shouldn't be too easy, and giving a +4 would make it quite easy. I think the reasoning is that the difficulty of a melee attack is about the target being able to interfere with the attack, which they can't do very well from the side or rear. In a non-combat (or pre-combat) situation, you can aim at the person standing facing the other way for two turns and get a +2. That seems more like the appropriate amount of advantage for shooting someone in the back, to me. |
04-18-2019, 01:29 PM | #10 | ||
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Combat Modifiers and AdjDX
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I assume a thrown weapon counts as a "missile" too, not just arrows and bolts…? Quote:
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