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Old 06-07-2021, 09:05 AM   #12
Polkageist
 
Join Date: Sep 2007
Default Re: Verification re: Move and Attack

The move and attack penalties do feel a bit weird, but it's important to remember that the movement is happening in 1-second increments, and moving your full movement is in practice booking it at a full run, accelerating up and then decelerating to stop (the full-on run that gives you +1 movement is of course not worrying about the whole deceleration part).

That's a lot to coordinate, so once you factor all that in a skill cap is not unreasonable. A fleche in fencing for example, is definitely an all-out-attack and given its effectiveness it hews to the removal of the skill cap when you do AoA.
Of course, Extra Effort is a rule option I heartily endorse. A fighter CAN keep it all together, at the cost of extreme concentration and effort that will quickly exhaust them.

As for ranged attack stuff, a small light thing that doesn't require engaging with the target beyond pointing at it is pretty ok to do at a run, and remember that the range penalties still apply and those are pretty significant pretty quick and there's definitely no aiming going on. The -2 or -3 for bulk is going to be added to a -3 to -5 for range so that's quite a malus once you add it all up.

And that's for something that's light and handy, bows are starting at bulk -6, plus the range penalty, so we're talking seriously heroic archer skill levels in order to break above a 9 (-6 shortbow, and -4 range = -10 to skill).

(Examples for rangers eyeballed from games I've been in, combat ranges with guns tend to be short because giant maps are a paaaain).
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