06-16-2019, 07:30 AM | #11 | |
Join Date: Jul 2018
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Re: Attacking a prone figure - adjDX for both time of attack and to hit?
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Or you count it all, according to RAW, and only make an exception for aiming that could change radically from the point of your attack declaration to your turn to act. As well as withing your turn to attack; if you have to roll to miss, which probably is the game rule reason to except range penalties. Otherwise, at which adjDX would you act if you have to roll to miss someone, close by without range penalties, then roll to hit with some penalties, and if you miss some other character even further away could be the target. A huge difference if you are throwing your weapon. Another reason could be the double shot or faster reloads with a crossbow. IF you separated the two attacks based on range, you might have two bowshots if you aim at one guy, but not if you aim at that guy and another one. So I get that ranged weapons are an exception. And again, Skargs way of handling it, where he just declare the next guy in initiative order, and if anyone can break in before due to bonuses or penalties they go first. And if someone misses their adjDX turn, they can go at a later time but no retroactive changes. It takes time to have a proper adjDX countdown otherwise. And with many enemies, a GM can get bogged down. And realistically speaking an attack isn't one swing, it is how fast you can bring an attack to bear, often one or more quick combos or a well-timed riposte to the enemy's initial combo to try to open your defense up. So adjDX isn't as much speed as it is skill. Otherwise, movement would be based on DX (like in GURPS) and initiative would be based on DX. But yes, high skill means you aim faster, opens up an enemy's defenses for a real strike faster, etc. And if someone is lying down, their defenses are already compromised so you can go for the real attack immediately and hence score a hit faster. And we also have the all-around perception issues, you have to spend time looking around you, weigh your tactical options, look for good foot placement, maybe duck thrown weapons, etc. And all those factors also slows you down in a grand melee, compared to a one on one duel. And that is also related to skill and experience, more than pure speed. So I have no problem with people realistically attacking in order of skill. Highest skilled person gets the chance to finish the fight first, and then his less experienced opponents get their chance. But as always, the rule of fun rules! |
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