My first post here!
I've recently started a sandboxy campaign using Runequest 6 and things have gone fairly well. However, I have met a bit of resistance from players who I feel are nostalgic about a system we used to run way back. In actuality that system was pretty crappy and when I ran it I pretty much just ignored huge chunks of it.
I really like RQ6, and it has a really good combat system. I do have some questions that need clarification if I am ever to truly convert my players to this system.
1. Imagine this situation: character A and character B are 4 meters apart. Both have a movement rate of 6. A wins the iniative and wants to attack B. To get into range A has to spend an action point to move towards B. This would leave A at the "mercy" of B who then gets to attack because A has just moved into range. Is this correct? As one player put it: "Going first is crap!". In this situation, charging doesn't seem to be an option as the distance is so very short. Also, charging requires a full round of movement before connecting with the target. During that round, it seems as if the enemy could just run away or throw something at the charger, which would be reasonable at longer ranges, but seems very odd at short ranges (which is why I'm guessing charging isn't used at short ranges! :P).
1b. I think this reaction is due to the players not yet grasping that a Combat Round is very short time, and that a Turn in a combat round is thus an even thinner slice of time. Any advice on how to get it across that a Turn is a very limited amount of time?
2. A shield can passively block a number of limbs. A weapon (not a shield) can be used to passively block one limb. If a weapon is used to passively block something, it cannot be used for anything else until the wielder's next turn. Is that the case for shields as well? Or does a shield passively block a number of limbs AND can be used to actively defend?
3. Aside from Impale, what other Special Effects can a Bow really use? Rapid Reload is always available as long as the ranged attack was succesful, right?
4. Reloading a bow takes 2 turns, unless Rapid Reload was used which brings it down to 1 turn. Does reloading cost action points?
Example: Character A and B. A has 3 action points and B has 2 action points.
Round 1. Cycle 1. A uses 1 action point to fire at B. The attack is succesful and A uses Impale to really stick the arrow in his opponent. B attempts to pull the arrow out but fails.
Round 1. Cycle 2. A starts to reload his bow (does this require an action point?). B tries again to remove the arrow but fails. B now has no more Action Points (bonus question: does it cost action points to try to end Impalement?)
Round 1. Cycle 3. A continues to reload his bow. B cannot do anything further.
Round 2. Cycle 1. A has finished reloading his bow. Can he fire now or must he wait until Cycle 2?
4b. When "reloading" a thrown weapon, is it a question of drawing a new weapon?
Example: Same A and B as above.
Round 1. Cycle 1. A throws a spear at B but misses. B moves a bit.
Round 1. Cycle 2. A draws a new spear. B. moves a bit.
Round 1. Cycle 3. A throws the second spear at B. B can't do anything as he is out of action points.
This seems faster than reloading a bow?
I have probably misunderstood a few rules, and I look forward to gaining clarity on these issues! Thanks for taking the time to read this.
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