hath995 wrote:Hi,
I'm a long time fan of the palladium fantasy series, and I own nearly every book printed for it. However, I'm still a very new gm. I have a group of players wanting to play. We made characters this weekend and for fun we did a practice combat round against some orcs I just made up stats for.
I noticed a few gaps in my knowledge. One of the players has chosen to play a long bowman. In the practice match I had the orcs run up to his character since when I set the scene the orc wasn't more than 40 feet away from him. His character got two arrow shots off before the orc caught up to him. I didn't know if there was rule or penalty for using his bow at point blank range. It seems like there should be however I can't find anything in any palladium book I have. Does anyone have any recommendation?
The really tough thing is that this is the only guy in the group who's ever done any tabletop role playing before, but he did D&D and is reluctant to try anything different. Needless to say he was kind of upset to discover that his character couldn't dodge without spending a melee action. He did parry with his bow but obviously that ended up destroying his bow.
One thing he thought of was the idea of running away from a melee situation and then firing some arrows. I had forgot how the speed attribute worked at the time but I'm thinking I could make it a competition between speed attributes?
For example he has speed 24 and the orc has a speed 16, both have two actions per melee. They start at melee distance.
Then one melee round would be spent by the player running so he is now 24 yards away from the where he was, and the orc chases so now he is only 8 distance from the player so then depending on initiative either the long bowman fires or the orc catches up. Either way next melee action the long bowman could run away again. I guess this could work but it seems awkward and basically would make this character immune to melee combat as long as he always was faster than his opponent.
He mentioned something from D&D called an attack of opportunity, which i've heard of before but mostly I hear how much a pain in the neck they are. Luckily, that was just a practice session to show what combat was like so I've got some time to get ready before I run the actual campaign. Anyone have any recommendation on how to run his retreat tactics fairly?
Look. The problem with D&D is always that every little step has to be gridded out. It's intensely tactical, which is not really heavilly appealing, and worse, forces dependence on miniatures and the hordes of 'battlemaps' to support the game. Palladium is more fluid, but that's where your problem arises.
Close combat: I house rule that any attempt to perform ranged combat while in melee range is futile. It's a wild shot (and applies the normal penalties as if moving and shooting) and the defender is allowed to autoparry the weapon arm/weapon and throw off aim.
Keeping your distance: Much harder in a 'fluid' system like palladium. as a rough rule, once two combatants are locked in melee, you stay in melee until the opponent breaks off or the ranged attacker escapes. simply stepping back (D&D will use the term '5 foot step') is not sufficient, as any attacker will step just step forward (combat is after all simultaneous in nature, involving a lot of normal walking weaving and swinging) roughly as soon as the character is further away from an opponent than that opponent's Spd score (in feet, in your orc's case 16 feet).
Now this gets ...muddy, very quickly. Palladium movement is based on the minute scale, not the action scale, so it can lead to a lot of logistical nightmares. A simple method could be for the attacker to roll a d20, and add his spd score. The defender does the same (if he wishes to advance). the difference is the number of feet seperating them (but it's an action for both parties)
Vagrancies in position, obstacles etc are accounted for in the randomness of the roll (and if the PC has some sort of movement advantage beyond simple spd, then he can try to get a bonus by the usual GM bribery).
I don't agree with using ground speed to work out how far a person could move in an action. it feels funny in play (I've tried....a character with 4 actions and 20 spd vs a character with 6 actions and 24 spd. The faster character (24 spd) moves in 6 bursts of 4 while the slower character moves in 4 bursts of 5. seemingly faster for the first 4 actions) and besides I think it's illogical to have the instant accelleration needed for it as well as silly to turn one's back on one's opponent, sprint and then turn back. anyone turning their back on me in a sword fight is getting kidneystabbed if I can help it.
Attacks of opportunity: To summarise them for those who haven't had the D&D experience (and frankly if you have palladium, you probably don't need it). each character can perform one attack of opportunity per round of combat. If an opponent is within threat range (about 5 feet, but varies depending opn the length of your weapon and personal size) and he does something that lowers his ability to defend himself ( bends over, checks his wristwatch, casts a spell, uses a ranged attack etc) then the threatening character gets a free shot at him. moving five feet (only five feet) or making a calculated retreat is enough defensive saavy to avoid having some sword-orc hacking your fae off. many D&D archers have developed the 5 foot ballet where the enemy advances and attacks, the archer moves 5 feet back and shoots, the orc steps 5 feet forward and hacks, the archer moves 5 feet away and shoots...etc....
it looks silly on a battlemap let me tell you.
So house rules for palladium that fixes this form me.....
1) firing while in melee range of an opponent is a wild shot, and can be 'parried'
2) An opponent can move his spd in feet and still attack, or twice that if he just wants to move in
3) escape rolls as an action (as detailed above)
4) if an opponent wants to do something stupid as an action, you may want to consider giving his opponent an attack (reduces his actions on his next round by 1) as a sort of 'aha! gotchya!' attack. works pretty much like a dodge like that.
5) Wean your players off D&D. tactical is great for selling miniatures, but not for running games.
Batts