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View Poll Results: I rule the order of attacks as follows: | |||
Axe, Longbow, Crossbow -- it's RAW | 4 | 23.53% | |
Longbow, then roll-off between Axe and Crossbow -- it's RAW | 11 | 64.71% | |
My ruling isn't listed here. Don't worry, I'll explain later | 2 | 11.76% | |
Voters: 17. You may not vote on this poll |
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06-19-2019, 11:14 AM | #21 |
Join Date: May 2015
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Re: YOU'RE the GM: the circular firing squad
Yes I think Steve never noticed he hadn't said anything explicit about whether thrown weapons should get a facing mod or not.
As I wrote in some earlier discussion of this, while I agree that someone facing the other direction would be easier to hit due to not seeing the attack coming, I don't think it warrants the same amount of to-hit bonus that hand weapon attacks get for that. It seems to me that with hand weapon attacks, facing makes a huge difference because presumably there is an interaction between front-facing fighters where they try to hit each other and not get hit in a variety of ways (keeping distance, parrying/blocking/dodging, menacing, attacking, etc) all of which would be greatly reduced or absent when facing the wrong way. But much of that does not apply to any ranged attack, because there is no reach issue, and unless the target is also menacing the attacker with a ranged weapon, there's no menacing and attacking deterring the ranged attack. So really I'd tend to favor some compromise modifier such as +1 or +2 for a ranged attack of any type (other than thrown spell) at someone who can't see the ranged attacker. |
06-19-2019, 12:27 PM | #22 | |
Join Date: May 2019
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Re: YOU'RE the GM: the circular firing squad
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For instance, an archer and a knife thrower stand side by side. Archer at DX 12 and Thrower at DX 11. They both fire at a tree 2 hexes away. So the archer will fire first with 12 to hit and then the knife thrower will roll 9 to hit. Replace the tree with a fighter who is charging at them and has moved over half MA. The situation is identical. But make that fighter face the other way, perhaps actively engaged in a hectic sword fight, and suddenly the knife thrower goes first and rolls 13 to hit, followed by the archer who still only has 12 to hit? Does that feel right to you? I actually can't see what the big difference is between the knife thrower and the archer. They both have to aim and deliver an attack at range. Any passive defence would surely affect them both the same, and arguably the archer would benefit more from being behind a foe since any opportunity to hit them more easily will be easier to capitalise on because the projectile moves faster? |
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06-19-2019, 12:37 PM | #23 |
Join Date: May 2019
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Re: YOU'RE the GM: the circular firing squad
ITL p115: "Thrown Spells... are targeted just as though they were thrown weapons. The DX adjustment is exactly the same." P106 'a figures facing does not affect the AdjDX of spells cast at him'
Also consider the diagram on p114. A is discussed throwing a weapon at various people but no side or rear adjustments are mentioned, despite them clearly facing away from their attacker. And on p106. "A physical attack" made from the side gets +2 and from the rear, +4. What does "physical attack" mean though? It's explained a few lines earlier: "a physical attack may only be made against a figure engaged with you - that is in one of your front hexes", so this is pretty clearly not a bonus for ranged attacks... |
06-21-2019, 12:21 PM | #24 |
Join Date: Jun 2018
Location: Durham, NC
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Re: YOU'RE the GM: the circular firing squad
BTW, what does RAW mean? I see it used often and it seems to imply the old version (decades old version). Is that it or is it different than that?
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06-21-2019, 12:33 PM | #25 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: YOU'RE the GM: the circular firing squad
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06-21-2019, 01:08 PM | #26 | |
Join Date: Mar 2018
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Re: YOU'RE the GM: the circular firing squad
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In game terms, I agree your example of replacing a fighter with a tree shows there is a problem. If this kind of contest ever came up (!) I agree would have to give the knife a +4 bonus to be logically consistent. |
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06-21-2019, 01:11 PM | #27 | |
Join Date: Mar 2018
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Re: YOU'RE the GM: the circular firing squad
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06-21-2019, 01:18 PM | #28 |
Join Date: Mar 2018
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Re: YOU'RE the GM: the circular firing squad
If it helps, I would say if our GM or any of the players object and raise the issues you raise I’d agree completely and say fine, let’s carry on as we always have and not give facing bonus to thrown attacks.
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06-21-2019, 04:06 PM | #29 | |
Join Date: May 2019
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Re: YOU'RE the GM: the circular firing squad
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After all, you're saying if they were both DX 10 that the crossbow would only hit you 50% of the time, but the boomerang would hit you 90% of the time... Can you see why that doesn't seem right to me? |
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06-23-2019, 06:37 AM | #30 | |
Join Date: Mar 2018
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Re: YOU'RE the GM: the circular firing squad
Sure I can see, and in fact I think I said a few times, we have always played with no facing bonus for thrown weapons. It never even occurred to me as a possibility until hearing something on this forum.
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