YOU'RE the GM: the circular firing squad
Longbow (DX13) is pointing at the side hex of Throwing Axe (DX12) who is pointing at the side hex of Crossbow (DX12), who is pointing at the side hex of Longbow.
What is the order of attacks? |
Re: YOU'RE the GM: the circular firing squad
Sorry didn't realize it was a poll. Thought it was a rules question and answered. :-)
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Re: YOU'RE the GM: the circular firing squad
I must be missing something...what rule would possibly apply that would have anyone beat the longbow?
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Re: YOU'RE the GM: the circular firing squad
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Re: YOU'RE the GM: the circular firing squad
Are we assuming that all three fighters are adjacent (engaged) with each other?
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Re: YOU'RE the GM: the circular firing squad
It never felt right to me that a character throwing a knife over 4 hexes would be slower to act than one throwing over 2 hexes, regardless their 'chance to hit' is less.
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Re: YOU'RE the GM: the circular firing squad
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Re: YOU'RE the GM: the circular firing squad
I change my vote to: Axe, Longbow, Crossbow -- it's RAW
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Re: YOU'RE the GM: the circular firing squad
This is discussed in Melee, p10 under: Attacks (facing):
"Note: Missile weapon attacks don't get DX adds for facing." Therefore, Thrown weapon attacks do get DX adds for facing. So the thrown Axe gets the +2 DX for facing the enemies side hex, which makes the axeman's adjDX 14, which results in the throw being first. That's my reasoning. |
Re: YOU'RE the GM: the circular firing squad
Side and Rear are never defined in terms of arcs that go farther than one hex away from a figure, only the front arc is.
I think the intention is that only non-ranged attacks from one hex away get a facing bonus for side/rear attacks. For example, if someone throws, shoots, or even does a 2-hex jab from a hex that is along the spine between side and rear facings, what would the bonus even be? There has never been any hex diagram or rule anywhere that says whether that's side or rear, is there? |
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