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Worlds of Design: Not-So-Friendly Fire
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<blockquote data-quote="sevenbastard" data-source="post: 9409097" data-attributes="member: 83473"><p>Rpgs have never really modled ranged combat well as most are binary hit or miss systems and don't care where the arrow, bullet, frost ray goes if it misses its intended target. </p><p></p><p>I don't like it and it makes ranged weapons much diffrent than in the real world where you have to worry about who else is downrange when you fire. The classic scene of trying to take out the bad guy with a gun to the hostages head simply does not model in most games. Like wise you can't just shoot into the rushing horde knowing if you miss the first guy the 30 behind him my take the bolt. In most cases I think it favors ranged fighters making them more powerful as they can keep shooting once melee starts. </p><p></p><p>But I don't want a game that takes 30 minutes to ajudicate each shot. I dont know if I have a good answer on how to make firing into melee work. </p><p></p><p>Maybe roll a d6 to fire into melee. on a 3 to 6 make attack roll as normal against intended target on 1 or 2 roll a d20 without your attack modifier against a random target adjacent. This fundamental lowers your chance to hit without regard for skill level. But it's quick and combat is chaotic. </p><p></p><p></p><p></p><p>The Force, this is why random geeks of the street are not running around with lightsabers. Now how folks with the monowhip from Shadowrun don't loop off there own heads? No idea.</p></blockquote><p></p>
[QUOTE="sevenbastard, post: 9409097, member: 83473"] Rpgs have never really modled ranged combat well as most are binary hit or miss systems and don't care where the arrow, bullet, frost ray goes if it misses its intended target. I don't like it and it makes ranged weapons much diffrent than in the real world where you have to worry about who else is downrange when you fire. The classic scene of trying to take out the bad guy with a gun to the hostages head simply does not model in most games. Like wise you can't just shoot into the rushing horde knowing if you miss the first guy the 30 behind him my take the bolt. In most cases I think it favors ranged fighters making them more powerful as they can keep shooting once melee starts. But I don't want a game that takes 30 minutes to ajudicate each shot. I dont know if I have a good answer on how to make firing into melee work. Maybe roll a d6 to fire into melee. on a 3 to 6 make attack roll as normal against intended target on 1 or 2 roll a d20 without your attack modifier against a random target adjacent. This fundamental lowers your chance to hit without regard for skill level. But it's quick and combat is chaotic. The Force, this is why random geeks of the street are not running around with lightsabers. Now how folks with the monowhip from Shadowrun don't loop off there own heads? No idea. [/QUOTE]
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