juca said:Prime_Evil said:juca said:About Range for ranged weapons: The systems seems "all or nothing", does this approach works well with the system? As I said, I'm still testing it, but I'm already thing in maybe add "some color" to this rule, anyone with good house-rules for this?
If you want to keep things simple, you could probably add a house rule similar to GURPS where the damage is halved at long range - i.e. when the distance to the target is more than half of the maximum range of the weapon.
Well, what I was looking is, more specifically, more "range bands", like, lets say, -0% at close range, -25% at medium range and so on.
About Combat Actions, again, without really playing it (I only tested them by myself...), it seems that having more combat actions is really overpower, as, as long as you have at least one combat action more than your opponent, you will have one last attack which will be undefendable by the target. Is this expected and not that much an issue or it can lead to a "Combat Actions" race?
Thanks again
There is a very important Combat Action economy. Which means a character with more combat actions can sometimes best someone of greater skill through sheer amount of actions that can't be parried.
However, if a character has 4 CA and is effective 70% of the time, he is about as effective as a 3CA character with a 95% effectiveness.