From f5afdf5c4645f133d666193e9e98b5667883878f Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sat, 18 May 2024 12:44:08 +0200 Subject: [PATCH] ranged weapon edits --- combat.tex | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) diff --git a/combat.tex b/combat.tex index 2a1fd8c4..8ec264e8 100644 --- a/combat.tex +++ b/combat.tex @@ -409,9 +409,7 @@ So if a hunting bow deals $1D6+2$ Damage, the archer will need at least a Streng Having a Strength of 3 will not increase the Damage, but it can decrease the firing time. To pull back the heavy load on a long bow requires 2~\glspl{ap}, plus the bow's Damage bonus, so a bow which deals +3 Damage requires 5~\glspl{ap} to fire.% -\footnote{ - This may seem harsh, but bows really are harsh. Archers pointing their bow downwards and drawing an arrow back must pull a weight similar to lifting a human by their foot. -} +\footnote{If this seems harsh, note that pulling back a big longbow is the equivalent of lifting up a human by their foot.} Long bows can be fired for hundreds of yards -- the maximum range is generally more determined by the archer's ability to aim rather than the bow. @@ -445,15 +443,15 @@ when used in combat, but only \addtocounter{weaponDamage}{-2}% \dmg{weaponDamage} when thrown. -\subsubsection{Impromptu Weapons} +\subsubsection{Impromptu Thrown Weapons} \label{impromptuRanged} \index{Projectiles!Impromptu} are available only to the very rich, as sensible people don't throw swords, axes, knives, or cups away. -But if a player insists on exotic financial ballistics, they can inflict cuts, bruises, and very bad headaches on enemies, as they receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage. -\longsword\weaponName s don't make great projectiles, but they still deal +But if a player insists on ballistic financial decisions, they can inflict cuts, bruises, and very bad headaches on enemies; the weapon receives a -2 penalty to hit and -2 Damage, and another -1 penalty per~\gls{step} thrown. +\longsword\weaponName s don't make great projectiles, but they deal \addtocounter{weaponDamage}{4} \dmg{weaponDamage} Damage -when used in combat, but only +when used in combat, so they can inflict \addtocounter{weaponDamage}{-2}% \dmg{weaponDamage} when thrown. -- GitLab