There are four ranges involved in melee combat.
On the other hand, a halberd or pike might be -5, -3, +0, +1. So it can attack at any range, but if an opponent gets in close it's pretty useless.
A combat where you can see your foes coming is going to start at Extended unless you're indoors or in a tight tunnel.
Combat works with opposed combat skill tests. Whoever wins will get one or more success levels. You can spend a success level to shift the range one increment in or out vs a particular foe (provided that you can actually move there) OR you can hit them and do damage (if your weapon can attack at your current range).
Fend: fend is a special maneuver where you mostly try to make your opponent keep his distance. You're at -2 to hit so long as they don't try to move closer to you, but +2 to hit if they do. Note that initiative doesn't affect this; if you go first, they have to decide before you swing whether or not they're trying to close that round.
I'm not sure I'll be using initiative as such, anyway... it may be better to just use opposed rolls and say that it doesn't really matter who swung first.
Posted by Kiz at July 21, 2005 09:04 AMCommentsPost a comment