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Subsections

Reach

In battle, the opponent with the longer weapon often has a significant advantage over the one with the shorter, at least when using it properly. To reflect this, weapons have been given the Reach attribute, reflecting their length and the distance at which they are effective. This number does not represent any specific physical distance, but is an abstraction of the advantage or disadvantage given by a weapon's usage.

When using the Reach rules, melee combat between two individuals is presumed to start at a Distance equal to the longest Reach of the weapons being used. If the combat started when one side was surprised, or before one could ready their weapon, the character with a ready weapon can determine the starting distance instead, possibly preventing their foe from using their preferred weapon.

For the duration of the combat, each opponent has a Distance that is kept between them and the opponents they are fighting. When attacking with a weapon, their weapon's Reach must equal the Distance to have no Penalties. For every point of difference, they have a -2 Penalty to attack their target.

Closing and Opening Distance

The Distance can be reduced(closing) or increased(opening or retreating) by either of the combatants, but at a price.

Under normal circumstances, a combatant may close or retreat any Distance, but the defender gains a free attack during the maneuver. In addition, the character who is closing or retreating has a penalty to their Parry(Passive or Active) equal to twice the amount of Distance they are moving. Dodge or Block may be used as normal.

The exception to either of these circumstances is when one opponent misses an attack roll by 4 or more. In this case, the other opponent may Close or Retreat ONE step of Distance without Penalty. This reflects an opening in the defenses of their opponent during the attempted attack.

If the Distance and the Reach differ by more than 2, the weapon cannot be used effectively without closing or retreating. At Distance 0, a foe may be grappled, which uses one hand and requires a Brawling attack to be successful, but from then on acts as a Bind, requiring an opposed Strength or Brawling roll to break free.



Example: Our favorite swordsman, Victor, has found himself fighting an experienced opponent with a spear, a Reach 4 weapon. Victor's long sword is a Reach 2 weapon. At the start of the fight, both weapons are readied, so Victor starts at Distance 4. He attacks first, at a -4 Penalty(Distance 4 - Reach 2) and misses. His opponent attacks at no Penalty, and also misses, but only by 2 points. The distance remains the same. On the next attack, the opponent goes first, attacking again and missing by 5. Victor takes the opportunity and closes the Distance by 1 point to 3. He attacks at a -2 penalty, and hits for some minor damage. His opponent, next round, also has a -2 penalty, and chooses not to retreat, attacking and only missing by 3. Victor, fed up with this, closes anyway and uses his Dodge against the second attack his opponent gets, leaving his opponent with a -4 Penalty and himself with none. If he closes once more, the spear wielder will not be able to use his weapon as a spear, though Victor will take a -2 Penalty on his to hit rolls.


next up previous contents
Next: Example of Combat Up: Optional Rules Previous: Optional Rules   Contents
Andrew Williams 2005-01-30