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Re: [dq-rules] Close Combat



Here is the modified rules we use for close combat:


        Closing
Attacker attempts to close, defender can attempt a repulse.  Shields and non
Close combat rated weapons must be dropped, if an opponent closes.  An
opponent cannot repulse if surprised.  If no weapon in hand, unarmed rank
may be used to repulse.  Once in close combat, further attempts to repulse
closers may not be made, but a withdrawal may be attempted.  3-4 characters
may engage 1 man sized figure in close combat, depending upon relative
sizes.



>From Front or Flank hex

Repulse successful if d10 is <= Weapon Rank



>From Rear Hex

Repulse if d10 is <= ½ Weapon Rank -1



Closing from outside Melee Range

If closing from outside the melee range, ie a charge, 1 is added to d10 roll
for repulse.



Withdrawal

An attempt to disengage from one opponent in close combat.  Success results
in retreating 1 hex and being prone, or if in close combat with more than 1
opponent, pushing the opponent into an adjacent hex.


----- Original Message -----
From: "jcorey30" <jcorey30@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Monday, May 13, 2002 5:06 PM
Subject: [dq-rules] Close Combat


> 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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