04-24-2017, 06:27 AM | #22 | |
Join Date: Jun 2006
|
Re: Balanced games for archers
Quote:
The trick here is to figure out what bits of reality you need to ignore or alter to make the game interesting. It's not like realistic melee fighters average more than a few minutes of exciting combat per lifetime either. GURPS archers already do get a few of those too (bows in GURPS, and pretty much all other RPGs hit more often, and do more damage than in reality), but maybe not enough of them. I do think rate of fire is a lot of it, melee fighters get to do something interesting every turn, archers spend half their turns doing boring Ready actions. And the range penalties mean often when they do get to do something, it turns out to be miss for no effect, so something for reducing or ignoring range penalties at short ranges is helpful too. For more detailed combat the lack of cool techniques is something of a problem too, adapting stuff from Gun Fu has some potential to compensate for that. The interesting variety of melee weapons can somewhat be offset by offering specialty arrows (and no, most of them aren't realistic either), or a broader range of quality options for bows, if you can come up with any bonuses for them you are willing to suspend disbelief in.
__________________
-- MA Lloyd |
|
|
|