Recommend
2 
 Thumb up
 Hide
5 Posts

Posthuman» Forums » General

Subject: Melee combat rss

Your Tags: Add tags
Popular Tags: [View All]
Dan Haire

Kentucky
msg tools
We are considering doing a house rule for melee combat to make it more like ranged. It just seems that simultaneous melee is so overpowered for encounters, even if you have 5 melee and roll 5 dice. We are thinking about using speed to allow whoever has the higher speed have their hits take effect first after defense is resolved, therefore nullifying the attack of the losing player/monster should their health be dropped to zero.

Thoughts?

We have had three play throughs so far, each with 3 players.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Val Doonican
United Kingdom
Ipswich
Suffolk
flag msg tools
badge
Avatar
mbmbmbmbmb
The player who "loses" a round of melee combat does not inflict any damage? So there is nothing to nullify? Only the winning roles cause damage - as in only one strike gers through.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Harry Bosch
Netherlands
Rotterdam
ZH
flag msg tools
badge
In honour of the brave crew of Hr.Ms. Java 27-02-1942 † Battle of the Java Sea
Avatar
mbmbmbmbmb
ValDoonican wrote:
The player who "loses" a round of melee combat does not inflict any damage? So there is nothing to nullify? Only the winning roles cause damage - as in only one strike gers through.


I still get a lot off exchange results. At level 3 something like that is lethal. One minute I'm full health and morale. One exchange result with a rhino in round one and I'm in trouble. Second round and I'm knocked out. After 11 turns carefully building and leveling up something like that feels like an anticlimax.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jason
msg tools
mb
ValDoonican wrote:
The player who "loses" a round of melee combat does not inflict any damage? So there is nothing to nullify? Only the winning roles cause damage - as in only one strike gers through.


I do think the melee aspect in particular is something that's worth a good "How to Play". One thing me and my friends didn't immediately pick up on was the effects of 4+ of Mind, Speed and Strength on melee combat.

* Mind = re-roll opportunity
* Speed = green dice introduction ^
* Stength = extra wounds inflicted ±


^ we got this eventually.
± we played the entire game without this (my character was at 4 STR)
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Thaddeus MacTaggart
Netherlands
Almere Buiten
Flevoland
flag msg tools
badge
Blood Rage fan - Raven Clan
Avatar
mbmbmbmbmb
boshar wrote:
ValDoonican wrote:
The player who "loses" a round of melee combat does not inflict any damage? So there is nothing to nullify? Only the winning roles cause damage - as in only one strike gers through.


I still get a lot off exchange results. At level 3 something like that is lethal. One minute I'm full health and morale. One exchange result with a rhino in round one and I'm in trouble. Second round and I'm knocked out. After 11 turns carefully building and leveling up something like that feels like an anticlimax.


I know the feeling! Especially non-melee oriented player characters seem to have a very hard time vs lvl 3 mutants.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.