Zombieneighbours wrote:
Incidentally, on a more mechanical point, can melee characters, built in the style of molly actually keep pace with gun bunnies? One of the problems of CP2020 for instance, was the inability of more such characters to actually keep pace with ranged combat. It might have been a game about style over substance, but sometimes style got you very dead.
Hoi. I tried to post this yesterday but Paizo ate my message. Version 2.0:
First off, hey, thanks for the kind words.
In the melee vs ranged debate... I've got, um, 3 points, one of which is a new feat. The feat is non-canonical, which means attempting to use it in tournament play will result in revocation of the offending player's license, as well as possible excommunication. You have been warned.
One. In the real world, most gun fights happen at ranges of 30 feet or less. I forget where I heard that, and can't confirm it's truth, but it strengthens my argument -- it must be true. Also, if a sword saint charges a bunch of machine gunners on a flat, featureless plain, she deserves what she gets.
Combat in IZ should always be in office buildings after hours -- or office building during hours (what kind of cover does a secratary offer?). In half-demolished abandoned hospitals at night with heavy fog and a nest of mutant flesh eating dogs adding to the fun. Across four lanes of rush hour traffic from the back of a Honda. That's on fire. Dangling form the under side of a . . . well, you get the idea.
In these kinds of environments, range is much less important than stealth and speed. Tell you GM not to hold combats in featureless environments - a good solid desk in the middle of a room can give your Martial Adept all the cover she needs to close with the idiot with the pea shooter. As an added bonus, rifles, shotguns and such should be at a substantial penalty to hit when used in melee.
Two: The Vicious Spike. One of the inspirations -- the inspiration -- for Gun Santos is Spike of Cowboy Bebop. When he went toe to toe with the sword-wielding Vicious, they were evenly matched. You could argue about the physics of the situation or the skill and spirit of the characters, but the truth is that they were nemesis (nemesii?) and they needed to be evenly matched.
This is a game you're playing, and while it's great to get it to be completely true to the real world, if line of sight or lighting and visibility get in the way of telling a good story, they get cut.
Three: new feat:
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Close the distance (Expert)
Prereq: 6 or more ranks of Acrobatics
A Hero with Close the Distance can make a standard charge action across virtually any kind of terrain he can reasonable cross using acrobatics.
The usual restrictions apply: he must move in a straight line, he must stop as soon as he can strike the opponent, he must make a melee attack at the end of his charge, his attack is (+2) and his defense is (-2). However, the charge can be made across office furniture, through (or on top of) crowds, even (assuming the GM rules the hero in question is skilled enough to do it) across four lanes of traffic.
In certain circumstances (the under riggings of a bridge, for example) the GM may require Climb instead of Acrobatics. The rank requirement can be met with upgrades or tools that increase the Acrobatics skill.
Note: the Hero must still cross the intervening distance. If there are foes in his path, handle this the same way you would usually handle slipping past enemies. If he's charging by jumping from car to car in traffic, the GM should demand the same Acrobatics roll he would for trying this kind of crazy s!** while not in traffic. You might even want to slap a (-2) on the skill check and attack to reflect that the Hero is doing both in one round. And if traffic is zipping along at 160 KPH, the Difficulty is probably going to be REAAALLLLLYYY high.
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Standard charge, by the way, allows the character to move twice his normal combat move (this ends up being 60ft for most of us) and make a melee attack at (+2). It's a full round action, and your Defense is (-2) for a round. It's listed under "Actions" in the "Adventuring" chapter of the basic True20 book. They're doing a new edition, so I won't bother with page numbers.
Alright, be nice to everyone (even mean people) and buy our product. Or cut out the middle man and just send us money. Either one is find by me.