04-13-2006, 05:41 PM | #81 | |
Grim Reaper
Join Date: Aug 2004
Location: Italy
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Re: How to make an archer ...
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04-13-2006, 05:48 PM | #82 | |
Join Date: Oct 2004
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Re: How to make an archer ...
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http://forums.sjgames.com/showpost.p...3&postcount=62 Not cinematic, but still good enough. The point was to use such special arrows! Last edited by TJA; 04-13-2006 at 05:59 PM. |
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04-13-2006, 05:58 PM | #83 | |
Join Date: Jan 2006
Location: Central Europe
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Re: How to make an archer ...
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I agree with your point that an archer needs cinematic abilities to have much chance against a heavy infantryman in one-to-one combat. Still, the original post did not say whether it was for a fantasy campaign or not, he just used a template from Fantasy.
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04-13-2006, 06:59 PM | #84 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: How to make an archer ...
Just for comparison, here's a heroic 150-point hack'n'slasher who'd fit in with the 150-point heroic archer in a fantasy game. Again, I'd regard him as "starting level" for heroic high fantasy. He'd be unlikely in a realistic campaign, of course.
His damage is sw+1 with a broadsword, for 2d+2 cut. He'd swing for the neck at skill 16, +1 for Weapon Bond, -5 for hit location, or 12 or less -- or for the brain at 10 or less. His damage roll will be from 4 to 14, averaging 9. If he hits DR 4 on the neck, like his own armor, he'll average 5 points; due to the extra DR 2 for the skull, he'd only average 3 points to the brain. Doubled to the neck or quadrupled to the brain, that's 10 or 12 points, respectively. His average damage will incapacitate most foes. Maximum damage will kill an ordinary man in one shot either way. A high-powered swordsman would add Combat Reflexes, Weapon Master, and more skill. He'd probably have a fine sword and more ST for higher damage, too. I'm also fond of leadership skills. Perhaps: His damage is sw+1 with a broadsword, for 3d cut. He gets +1 for blade quality and +6 (+2 per die) for Weapon Master, for 3d+7 cut. He'd swing for the neck at skill 19, +1 for Weapon Bond, -5 for hit location, or 15 or less -- or for the brain at 13 or less. His damage roll will be from 10 to 25, averaging 17.5. If he hits DR 4 on the neck, like his own armor, he'll average 13.5 points; due to the extra DR 2 for the skull, he'd only average 11.5 points to the brain. Doubled to the neck or quadrupled to the brain, that's 27 or 46 points, respectively. His average damage will kill most foes. Maximum damage is too disgusting to consider. And with a thrusting sword, he could instead stab at the weak spots over the vitals at 10 or less, for 1d+7 impaling (1d+2 basic thrust, +2 for a thrusting broadsword, +1 for fine quality, and +2 for Weapon Master). Note that none of these four guys are "min/maxed." You could easily get rid of the IQ, noncombat skills, etc., and crank ST and skill further. You could probably get some godawful equipment by playing with Signature Gear and Wealth (or just buying things that I overlooked). The idea is to present well-rounded fighters with at least some roleplaying potential.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
04-13-2006, 07:16 PM | #85 |
Join Date: Oct 2004
Location: Texas
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Re: How to make an archer ...
I have about a 20-40% hit rate, against charging targets with 3-foot diameter round-shields. That is, I hit them in the *torso, groin or legs, and they fail to block.
Granted this is only at about 10-30 yards. But, I'm using a 60" wooden recurve with a quite weak 25 lb draw, and very slow-moving arrows, with 3" nerf-balls attatched to the ends (not exceptionally accurate, and prone to follow even light breezes.) Full tower shields are a serrious problem, of course. As are Monks, who are allowed to deflect (and catch) arrows with their weapons or bare-hands. This almost always involves at least 2 seconds of aiming per shot, wether I'm threatened by other opponents or not. Come to think of it, the only time I don't aim is against targets without shields, who aren't aware of me shooting at them. I can snapshot at 10-15 yards with better than a 50% hit rate. I am sure this also doesn't count as true combat. While it's not range-shooting, I do know my life isn't at stake and it's all for fun. I honestly think that, given a good bow and quality arrows, I'd have a good chance of stopping a lightly armored opponent with a round/kite shield, coming at me from 50 yards or so. I am very confident that I could do it if I ambushed them in the terrain of my choosing (which an archer should always try to do). * In Amtgard, head shots don't count, and are discouraged. People often complain about me hitting them in the face. My reply: "You shouldn't have ducked." A few have complained about me hitting them or the groin (which is completely legal). Again my reply: "You shouldn't have jumped." |
04-13-2006, 10:57 PM | #86 | |
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Join Date: Aug 2004
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Re: How to make an archer ...
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04-13-2006, 11:10 PM | #87 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make an archer ...
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 04-13-2006 at 11:12 PM. Reason: Fixing bad wording |
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04-14-2006, 12:37 AM | #88 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: How to make an archer ...
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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04-14-2006, 12:42 AM | #89 | |
Join Date: Feb 2005
Location: Czech Rep. Pilsen
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Re: How to make an archer ...
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You have placed some real agument. That's true. But, for me +4 is to much, and any other number is just a change with no atempt for consolidation. And You constantly scary me :o) , when "testing" further +3 to hit on most useless weapon. Again, let's imagine automatic weapons...
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04-14-2006, 03:23 AM | #90 | ||
Join Date: Sep 2004
Location: Münster, Germany
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Re: How to make an archer ...
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