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Originally Posted by johndallman
When writing your own crib-sheets, it can be useful to have separate ones for melee and ranged combat. It makes them both simpler, at the expense of a little duplication.
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Yes, I've not really tackled ranged combat yet, but that makes a lot of sense. There are quite a lot of other options too in combat (like moving and hiding and vehicles and such). I'll probably tackle using things like rapier/swords next and movement/distance, and then ranged combat.
Quote:
Originally Posted by johndallman
Did you deliberately omit the +50% injury for cutting damage when A scores a hit in round 2? The same happens when A scores a hit in round 4.
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I completely forgot about this. I'll have to find the reference and add to my cheat sheet so I don't forget in the future.
Quote:
Originally Posted by johndallman
The first rules mistake I've spotted in the combat example is in Round 4, where C rolls a 10 on her attack, at a -3 penalty, and is claimed to miss. Since she has skill 16, and thus effective skill 13 with the penalty, she should have hit on that roll.
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You are right. For some reason, in my mind, she had a skill of 12. I'll correct this and maybe just fudge a higher dice roll so as not to change too much of the rest of the example (although I'll have to make sure it is also not a critical miss/failure when I do that.)
Quote:
Originally Posted by johndallman
The first tactical mistake is by A in round 4: all-out attacking when you have no armour, against an opponent with no shock penalty, is a bad idea.
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Yes. I figured that she was getting a little desperate. I also wondered if doing all-out defense whenever she had shock would have been a better approach? Her dodge and parry were decent enough to help prevent more shock and then her attacks would have more change of succeeding the next turn...
Thanks so much for the feedback!