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Re: Close Combat
Those are good suggestions Rodger, thanks.
Let me spin this another way... Suppose I had a swarm of weak
creatures... like goblins. What is to keep them from swarming the
party's axe wielding barbarian an simply bearing him down? They
could initial the attack from out side his melee zone, and force him
to drop his weapon. Seems almost too easy.
--- In dq-rules@y..., Rodger Thorm<dqn@e...> wrote:
> I don't have a good real world example, but I've always assumed
that the intent was that if you were sufficiently skilled with your
weapon, you could interpose it between yourself and your opponent.
>
> It does seem like a bit of a simple mechanic, though.
>
> Most of the PCs in my games have not been heavy brawler types, so I
haven't had to deal with it too much. Off the top of my head, I
would think that something like the Withdrawl (which might let the
Defender get a free attack before their opponent can Close and
Grapple), or like the Parry and Riposte (where the result depends on
weapon rank) would add some of the flexibility you are looking for
and still keep a DQ feel.
>
> --Rodger
>
> On Mon, 13 May 2002 21:06:42 -0000 jcorey30 <jcorey30@y...> wrote:
>
> I have always been confused by Close combat.
> When someone is trying to enter close combat from a melee-ex, the
> defender's chance to repel seems too simple (roll under your rank
> with a perpared weapon). I mean don't things liek strength,
agility,
> and size matter?
> And when trying to enter close combat from a non-adjacent ex, it is
> too easy... I mean it just happens.
>
> I was wondering if anyone has any mods out there, and to see if
> anyone has "real life" examples that makes all of this ok.
>
> thanks!
>
>
>
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