[Classicmerp] Combat Primer

Louise Sam-Sin livewire_foo at hotmail.com
Sun Dec 22 03:07:06 UTC 2013


I take it there is no MERP today. I'm here but I don't think I can play on my own...

--- Original Message ---

From: "Lev Lafayette" <lev at rpgreview.net>
Sent: 17 December 2013 9:59 AM
To: "MERP" <classicmerp at mimesisrpg.com>
Subject: Re: [Classicmerp] Combat Primer

On Mon, December 16, 2013 9:51 pm, Michael Cole wrote:
>
>> Also, you haven't mentioned Snap Shot numbers for those people who want
>> to
>> shot arrows really fast. Are you using those?
>
> No snap shots - completely ignore the SS, its too annoying and
> complicated.  Firing first round is at base skill.  A round of aiming
> gives you the Acc bonus, or if 0, +1.  Subsequent rounds (up to another
> 2) give you an additional +1 each.  Note that movement and firing will
> be at significant negatives.

Just for comparison, the rules as writ are:

1. If the (modified) chance to hit, when attempting to fire without
aiming, is below the weapon's snap-shot number, apply an additional -4.
2. If it is above the SS number, resolve with (modified) chance.
3. If the character spends a turn aiming, they gain the weapon's accuracy
bonus and are not subject to the SS penalty.
4. The character gains an additional +1 for the second, third, and fourth
turns of aiming - a maximum bonus of +3 plus Acc.

Overall archers will be receiving quite an improvement.

--
Lev Lafayette, BA (Hons), GCertPM, MBA
mobile:  0432 255 208
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