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#1 |
Join Date: Aug 2004
Location: Pacheco, California
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IIRC the options a standing figure (who didn't dodge or drop to the ground during movement) can choose from as their turn to act arrives are:
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#2 | |
Join Date: Sep 2023
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I see Drop is an action, so no other actions possible that turn. check But I'm not understanding the last part with "starting next turn she can reload... or fire the crossbow with +2 bonus". I get the part of +2 bonus for the log, but why either reload or fire. Did you mean reload "and" fire with a +2? |
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#3 | |
Join Date: Aug 2004
Location: Pacheco, California
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#4 |
Join Date: Jun 2019
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I've sometimes wondered just how the rules intended us to view reloading a bow, starting with regular bows. Does it start immediately after firing, in which case the Movement Phase was spent aiming? Or does one spend the Movement Phase reloading, to be ready to fire later in the same turn? Does it even make any difference how that is interpreted?
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"I'm not arguing. I'm just explaining why I'm right." |
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#5 | |
Join Date: Aug 2004
Location: Pacheco, California
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#6 | |
Join Date: Dec 2021
Location: Indiana
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It's a sticky situation for an archer that has just been engaged. Hopefully, the archer is a more serious one with an above average DX. |
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#7 |
Join Date: Sep 2023
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Yep. Most games need to use a set of steps to simulate things. Computer games get to be more real time. I'm not sure since I only played it a few times and many years ago, but didn't the Star Trek game break all down by Impulses? The fastest movement, recharging weapons, and all happened while counting through the impulse steps.
A melee&wizards like variant using the impulses would be to step through a count. Movement speed, spell casting speed, and weapon speed would be used to step throught the chart. When the count hits a certain number, a character can act with that action. It might mean a character with a dagger (fast weapon speed) might be able to stab a couple of times before another could swing a Great Sword. A person charging towards an archerer would have movement count versus bow reloading speed. etc |
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