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Originally Posted by Nightshade
Not really. I still have no sign that you didn't need to prep a spell if you did something else in the round already, and even under our interpetation, it was quite possible for someone to prep at the end of the round if he wanted to try and interrupt the Healer. But was it a useful thing to do? Keep in mind that spirit spells weren't automatic; someone with a 12 Power had a 60% chance minus encumbarances of getting the spell off in the first place, then had to overcome the targets magic points, and the target then had to fail an Int x 3% roll. For fairly middle of the road targets, this meant that on the whole you had maybe one chance in five of actually successfully interrupting his healing, then had to restart your strike ranks to do anything else. Was this really a useful thing to do? Under normal circumstances, my answer would be "no".
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That is the difference. We would almost never cast a spell after doing something else. We would either cast it before, or wait until the next round. Since the delay didn't apply if you made a statement in the declaration phase (which was the way we played, as did the other RQ players we knew).
We were running from what we read in the book. If Steve was running it differerntly, there was no way for us to know.
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Originally Posted by Nightshade
You must have had very large groups of followers; reserves were usually a non-starter in our experience because everyone present was _already_ in the middle of the fight, one way or another, and that usually included any of the few followers that might be present.
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Not really. I think it was how we did things. We didn't run into a lot out double and triple teams, since those would butcher anyone who wasn't Rune level. So if possible we would open up a fight in such a way as to get a numerical advantage. Things like mass disrupt on someone, etc.
Plus one guy who gets pumped up with bladesharp, protection and Strength is much nastier than one with each. So we would often work towards getting a numerical edge. Like having two guys attack one guy and just parrying the second.
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Originally Posted by Nightshade
But at least in our case, not the people doing the healing; it was extremely rare for us to have the luxury of having someone retreat to do that.
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We usually did. Sort of went with Glorantha. Those Chalana Arroy healers aren't much use in the fighting, but are great for hanging back and healing people.
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Originally Posted by Nightshade
You could avoid it completely, but only at the price of a massive cut in your attack value or a delay until the end of the round. The latter is obviously useless for spell interruption.
I never saw it likely to happen until post 100% skill, since you had at least a divisor of one half, and possibly more. No one felt like dealing with fifty percent or more of their hits hitting the wrong target.
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I don't know why not. Most fights start at some distance. So if you are walking with a missle weapon ready, you should be able to get off a shot and change weapons before being attacked.
One guy used to carry a heavy crossbow, and when a fight broke out, fire a Speedarted heavy crossbow on SR4 for 2d6+5 damage to open the fight. Then he'd draw his bastard sword and go at it. If he KNEW there was going to be trouble, he had a mulitmissle up. Often he'd get a bonus for shooting into a mass.
Since most attacks in RQ3 came off on SR7, and most foes moved at 3m/SR, unless they were close when they were spotted, he could shot, drop crossbow, draw sword and beat them to the attack on the following round. If his crossbow shot dropped his foe (it usually took out a hit location, and anything other than a arm hit would stop them), he'd double team someone and collapse the enemy line.
If two people had missile weapons ready, one with crossbow and the other with bow, then we'd get the crossbow shot and 2 arrow hits. Generally it wan;t tough to free up somebody.
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You can't do much to prevent them from closing unless you can reliably put the target down every time. If you can do that, you're already fighting inferior opponents in the first place, since, all things being equal, an archer just can't generate the penetration damage a melee attacker does, as his attacks don't have a strength based damage bonus on them, and any magical bonuses can be just as easily matched by the armor of the defender.
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1d8+1+speedart is as good as what you get with a sword and damage bonus (usualyy a d4). Speedart on a thrown javelin was even worse since you got half your Db.
But the real killers were the impales and criticals. Since bows got 2 or 3 attacks per turn, especially for an opening volley, you could drop someone. If a group was disciplined and the left side shot at the closest guy, and the right and the second closest., you could probably drop a couple three people in the first turn. Especially with Speedart on the first arrow.
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Sure. And he's probably doing maybe a D8+4 or 5 in most case unless you're talking runic levels, which is unlikely to put most targets in the same weight class down. Then they're on him and he has a problem. This is different in wide fields of fire, or course, but at that point its likely moot because the whole fight turns into either an archery exchange or a cavalry charge/archery exchange (and if it turns into a cavalry charge, he sure as hell _better_ put them down before they close, as a lance charge is about the last thing anyone in RQ without a shield wants to be on the recieving end of).
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1d8+5 or twice that on an implae with 2 shots on the first turn typically had an effect on anybody. Keep in mind that the first arrow shots go off BEFORE most foes get their protection spell up, so 1D8+4 is a significant attack. If the foe chargeds without protection, then he is vulnerable. If he hangs back to put up defenive magic, tyhen you are getting free attacks, and can even start dropping back.
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And with Arrow Trance the moment someone does close, you're pretty much dead because your can't defend worth a damn, or even heal yourself; and that's even if its an option, since its a Gloranthan spell, and one available to only a small subset of cults at that. Though it increases your to hit dramatically, it doesn't intrinsically make you do any more damage unless you're already so good you can count on impales (and if you are that good, your opponets are probably good enough that a single impaling arrow isn't a killer)
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What single. If you got arrow trance, then you can get or two or three attack per round, and can cast multimissile. If you can't drop someone when you have a doubled attack percentage and 10-15 chances to critcal, there is something wrong.
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That's nice if you get the choice of making the fight come to you. You don't always. Sometimes that's just an invitation to get surrounded slowly or have people use longspears and archery to concentrate fire on you. Other times, it makes the whole thing moot because you're on the assault.
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No argument there. The situation limits your options. When I ran I tried not to run many ambushes because I could usually wipe out the group. If one side is prepared and the other isn't, especially with battle magic, it becomes a very one sided fight. And yeah, tactics work both ways. If you are concentrating on your missile attacks and someone sticks a quarrel into you, you are just as dead.
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I have to point out Steve wrote very few of those examples. As to the rest--they can do it our way, too; they just prep the spell the prior round. What I don't see anywhere is an example where someone attacks and _then_ casts a spell without prepping. You certainly couldn't do that in RQ2, and I have no real evidence it changed.
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What after. Statement of Intent. You might not have used it, but that was the way it was written. I never saw anyone prep a spell in a prior round. If you prepped on SR 9, it was 3 SR delay, +DEX SR+ magic points. That would be slower than just declaring the action during the declaration phase.
by the way, that might also be the reason why your fight lasted longer. Without the declaration and using lots of delays meant lots of 3SR penalties and longer fights.
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I don't recall every seeing a battle Steve ran where we had enough forces to be able to provide a screen for much of anyone. If you did, chances are you either got multiteamed something fierce, or the archer had no targets that weren't already in melee.
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So what was everyone doing on turn one? Did the foes just pop up right in sword reach each time?