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Melee, speed, reach, and Disney World

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Mike Sellers

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Jun 21, 1990, 4:55:34 PM6/21/90
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Following are some notes from my game system about how hand-to-hand
combat with medieval/fantasy weapons is affected by the effective speed
of the attacker and by the relative lengths (called 'reach' in these
rules) of each weapon. I took these rules out of some on-line (at work,
that is) notes that I have. Hope it makes sense. Please criticize or
praise as you see fit. Note, however, that I'm off for a week to Disney
World -- our company is paying for all of the engineers, marketeers, etc.
(1800 people) to go there for a week with their families, including air,
hotel, and admission price! :=-) <-- Mickey Mouse smiley!

Anyway, let me know what you think, either by posting or by e-mail.
I'll answer any comments about this when I get back. While I'm at it,
did anyone have any comments on the adventure I posted a while back,
"The Smuggler and the Smith"?

--

People attack at different rates. Those who are quicker or more skilled
attacker faster than those who are slower or less skilled. However, it is
impossible to say for certain when someone will be able to attack; an
increase in ability means an increase in probability of being able to
attack. Thus, we have instituted a Speed roll. To be able to attack
during a given round (6 seconds long), you must roll a modified 10 or
better on a d12 (it used to be on a d10, but putting it on a d12 made
melees go a little faster). If your modified roll does not equal or
exceed 10, your character cannot strike a blow with his weapon during
the current round, but there are other actions open to her (shield
rushing, dirty tricks, using tactics to set up a later attack, etc.).

Several factors can modify your character's Speed:

Dexterity:
High dexterity values will increase the character's overall Speed
(with any attack) by 1 or 2.

Weapon:
Some weapons are faster than others because of how they are used.
A dagger or short sword gets a +1 on Speed while a battle axe gets a -2.
These modifiers can be increased with training and skill (see below).

Skill:
Speed increases with increased skill, though the scale is non-linear.
To gain the next +1 in Speed, you must invest skill points as shown in
the table below. If the current Speed value is 0 or less, the
next +1 costs 1 skill point. Thus to go from a starting Speed of -2 to
a Speed of 0 costs 2 skill points (+1 makes it -1, and another +1 makes
it 0), while to go from a Speed of - 2 to a Speed of 3 costs 7 skill
points (1 + 1 + 1 + 2 + 2 = 7). A normal "fighter" type character
might start out with 10 or so skill points to devote to increasing his
skill with one or more weapons. These points have to be spread out
amongst all the weapons he normally fights with, though, and are also
used for increasing his chance to hit or parry with the weapon.
More skill points can be gained for use with a weapon after practicing
or using that weapon in combat.

Current Speed Additional skill pts. needed for next increase
0 or less 1 (0 total from Speed of 0)
1 1 (1 total from Speed of 0)
2 2 (3 total from Speed of 0)
3 2 (5 total from Speed of 0)
4 3 (8 total from Speed of 0)
5 3 (11 total from Speed of 0)
6 4 (15 total from Speed of 0)
7 5 (20 total from Speed of 0)
8 6 (26 total from Speed of 0)


Reach (optional, but it adds realism and is a lot of fun to use):
[Note: these rules are still in the play-testing phase.]
All weapons have an effective reach that specifies their danger area.
A weapon's reach modifies the wielder's Speed. A longer weapon may be
able to keep an attacker with a shorter one at bay, while a shorter
weapon once in close can wreak havoc on someone who cannot counter-attack
with a long weapon. The number(s) assigned as a weapon's reach is used
simply as a modifier to the Speed roll and is not intended to necessarily
represent feet, meters, or any other unit.
All natural weapons (claws, teeth, etc.) and some very short weapons
such as daggers have a minimum reach of 0. A long weapon such as a spear
might have a reach of 6, while a halberd or pike might have a very long
reach of between 7 and 10. Some weapons, primarily swords, have a range
of reach values, such as a greatsword having a reach of 5-6 and a tulwar
having a reach of 2-4. Some natural weapons also have a range of reach
values; for example a giant scorpion's claws might have a reach of 0-3.
These numbers represent the usable area on a given weapon and how far it
can be extended from the wielder.
Reach is used as follows: When two opponents meet to do battle, the
person with the longer reach is assumed to have the advantage as they
engage. The person with the shorter reach must _subtract_ the difference
between the two maximum reaches from his Speed. That is, if one person
has a great sword (reach 5-6) and the other has a short sword (reach 0-1),
the one wielding the short sword would have to subtract 5 (6 - 1 = 5)
from his Speed roll. This represents the additional difficulty he will
have in attacking, as he must first get past his opponent's weapon before
being able to land a blow. Both then roll their Speed. Either or both
or neither may get to attack, depending on whether their modified Speed
rolls are >= 10. The person with the shorter reach will have a more
difficult time attacking due to the negative modifier to his Speed
roll from the differences in reach. On the other hand, if the person
with the short sword is much more skilled than the one with the great
sword, the Speed bonuses from his skill might offset his reach deficit.
This would allow him to zip in past the other's great sword and attack.
As long as the person with the longer reach beats his opponent's
Speed roll (modified), regardless of whether either or both or neither
get to attack, he has the advantage, and is essentially holding his
opponent at bay. However, if the person with the shorter reach ever
beats his opponents Speed (that is, his modified roll is higher), then
_he_ gets the advantage. In this case, he is assumed to have stepped
within the defenses of the person with the longer reach. Now the person
with the longer reach must subtract from his Speed the difference between
the maximum of the shorter weapon and the minimum of the longer weapon.
Using our example from above, the person wielding the great sword would
have to subtract 4 (5 - 1 = 4) from his Speed while the person with the
short sword is inside his effective reach. Of course, the person with
the great sword could attempt to retreat out of the trap, or might be
able to drop his great sword and whip out a dagger (reach 0) thereby
nullifying his opponent's advantage. This makes doing things like
fighting Florentine much more useful, since a long rapier might have
a reach of 4, but the parrying dagger can take care of anyone who
happens to get in too close with its reach of 0.

Some weapon reaches
dagger 0
short sword 0-1
mace, 1H 1
war hammer, 1H 1
falcion 1-2
scimitar 1-3
broadsword 2-3
tulwar 2-4
flail, 1H 3
morning star 3
mace, 2H 3
rapier 4
javelin 4
war sledge 4
bastard sword 4-5
flail, 2H 4-6
greatsword 5-6
spear, 2H 6
halberd 6-7
pike 5-10 (one value, depends on length)


--
Mike Sellers | "If you don't get a good-night kiss,
Mentor Graphics Corp. | you get Kafka dreams."
msel...@pdx.mentor.com | -- Hobbes
msel...@mntgfx.mentor.com |

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