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Originally Posted by Nightshade
Pulling back was rarely practical, almost never if you were fighting opponents smart enough for this to be an issue; there was almost always too many of them for it to be doable. It was either Heal yourself or not. Again, keep in mind this was usually done with small Heals, so in practice it was very difficult to get it interrupted. The prep was done at the end of the prior round, and the cast first thing in a new round. That tended to mean that the prep took place after everyone's attack but any remaining archers (who usually had better things to do if there were any in play by the time this happened than focus on someone already in bad enough shape to be doing a healing), and the cast would take place before, again, anyone but archers.
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I think you are assuming that your house rules were the core rules. In RQ you didn't have to prep a spell. You only had to pay the 3SR (5SR in RQ2) penalty for changing an action during a round. So I think a lot of your animosity towards disrupt is due to the 3SR penalty and the ability to "fast draw" an opposing caster with it.
Healing was usually done by a supporting character, rather than the injured one. Retrats were made viable by having a reserve to fill in the gaps. Some could follow the retreating character but then they would get double teams and that was bad news in RQ.
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Originally Posted by Nightshade
Not if you were firing into melee and wanted to avoid hitting your own side; one of the options for avoiding that was going off at the end of the round.
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Most of our spellcasting was done out of melee. So most of our archer was shooting at out of melee targets. Generally if you are evenly number or outnumbered there is always some free target for the archer to nab.
Also, if you were really good (or had Arrow Trance) the risks of firing into melee were reduced greatly.
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Originally Posted by Nightshade
Speedart did; Multimissile made firing into melee _more_ of a problem. Even Speedart still left it dodgy, just less so.
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Depends on how skilled the archer was.
Remember, I was talking about problems with this tactic when the healer was already in melee.
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Originally Posted by Nightshade
Neither of these prevents you from getting clobbered by a melee attacker while doing it, or another archer, since you're unable to parry the latter, and can only parry the former poorly.
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Yes there is. The fact that you are going off first and can strike them at range, long before they reach you. Unless you get surprised at close range, you can beat any melee combatants on the attack.
Another archer IS a problem. Especiallyif he is better than you or or has better magic. INe guy with Bow 30% and Multimissle 4 can be a major pain in the side (literally).
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Originally Posted by Nightshade
No you don't. You still have attackers that can close up an eviscerate you while you're doing it. You might get one set off, but if one set is good enough, you're already fighting downhill, since I watched high level opponents sneer at Multimissiles because they didn't do enough damage to penetrate their Armor plus magical protections.
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I don't think so. With an average Dex the Archer will get off shots at SR 3 and SR 9. Since the melee attackers have to move to reach the archer, then their attacks are going to be delayed. Even more so if they are putting up protection before charging. If he has a DEX SR1 he will be shooting at SR1, 5, and 9. All off before the other guys get to attack.
I'd love to run my Elf with Arrow trance against the sneerers. Especially if I have moblity up. Unless the attackers mass charge the archer, they have problems. Can catch me, can hit me with a sword, but I can critical them. If they do mass charge the archer, then they are easy picking for the melee fighter on our side.
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Originally Posted by Nightshade
That's what I mean by "control the battlefield"; if the area is halfway tight, the only way you can avoid them getting to you is to not have a line of fire.
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If the area is tight, move to a narrow section and use the terrain to double team. Naturally, ambushes and other surprise situations throw everything out the window.
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As noted, I actually have never seen anyone bother with declaration--including the author of the game. I'm not going to say whether its commonly done or not, because that I don't know, but I've never actually been in an RQ game where it was.
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WoW. We used it all the time, as did everyone that I saw play the game. It makes a big difference with the way spells are cast. All the examples of magic Steve Perrin puts in the book used them. That's why a guy can cast Bladesharp 2 on his sword and still get an attack on on SR9, instead of losing his attack for the round.
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That works if you've got good enough people and no one on the other side is using longspears; otherwise they just reach right past the warriors and spike the archer.
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Only if the archer is an incompetent idiot. Why would he be standing so close to his screen? He can step back another yard or two, get a better field of fire, and be out of spear range. BTW, that is one of the tactics used in RuneLords, so I'm surprised you didn't see it when you were gaming with the author.