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 Post subject: Open/Close Mode
PostPosted: Tue Sep 13, 2011 5:45 am 
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Sheriff
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How many use this in their HM games, as it is an optional rule? Actually, in HMG, I think it is the standard rule.

All have their own ways of resolving -

HM1 - Half attack/Defense Class
HM3 - -10 Penalty to longer weapon
HMG - Invert Class, I.E. a pike (AC5) is an AC1 in close.

I use it and allow ranges to be closed to close with a TA (they can also perform the TA strike after closing).

The "press" attack from HMG I think is helpful here as well, it's an attempt to get in close and knock your apponent off balance if sucessful.

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 Post subject: Re: Open/Close Mode
PostPosted: Tue Sep 20, 2011 2:37 am 
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Sheriff
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LOL, I guess not many use the open/close rules, or not that many care :D

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 Post subject: Re: Open/Close Mode
PostPosted: Tue Sep 20, 2011 2:47 am 
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Grand Master Silly Bugger
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We tend to forget... :oops:

As we play HM3 we should use that rule...but I think when we have remembered we used the hm1 option.

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 Post subject: Re: Open/Close Mode
PostPosted: Tue Sep 20, 2011 2:57 am 
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Knight
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I use HM3 when I play HM and since one idea with HM3 is to pre-calculate what you can, the only variant that is possible to use is the HM3 one. Those times that I have used HM1 rules (later on HM1 with HMG add-ons) I have used most of the variants.

But regardless of what system I use I have noticed that we constantly forget to use the rule.

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 Post subject: Re: Open/Close Mode
PostPosted: Tue Sep 20, 2011 5:26 am 
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Woodward
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I use the HM1 open/close mode system when I am sure it will make a difference to overall group tactics, such as when the PCs are trying to negotiate some interesting tunnels, or fight within the confines of a building...

I've been contemplating testing a tweak to this system aspect, though, since I bought my first functional sword. I don't like how the A/D bonus is simply halved - ie. reducing the advantage of the weapon choice alone. I feel that open/close mode should reflect what happens when you are far INSIDE the MINIMUM effective range of the opponent's weapon, and if you have a much shorter weapon, that you have the advantage... Another way to look at it - using the combat hex grid - is when both combattants are inside the SAME hex, but neither is prone...

The theory is the other guy's battlesword won't be of much use to him when I'm so close I can shove a dagger in his ribs...

In this approach, weapons wind up with a designation as advantage given when close, OR open... and lose all A/D bonuses when not in the zone that gives the weapon the advantage... For instance, dagger (or short sword) and buckler are deadly in close mode, but really give little to any bonus in open mode combat. Likewise, the use of the spear, or any polearm, by sheer factor of their size, would give their bonus almost exclusively in open mode combat. (Goes with the old theatrical imagery of, if impaled on a spear, to pull yourself to your opponent along the spear haft, so to strike with a sword...)

As noted, I am only toying and testing this tweak now for usefulness. If anyone has addressed this already, I would appreciate hearing of both success and failures at making it work...


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 Post subject: Re: Open/Close Mode
PostPosted: Tue Sep 20, 2011 6:54 am 
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Sheriff
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Quote:
But regardless of what system I use I have noticed that we constantly forget to use the rule.


I think using this often not used rule :D makes a huge difference. For instance, shortswords or daggers are almost useless weapons, but the longer weapons are always supreme.

This goes against the shortsword for instance being a very effective weapon - I think the Romans would tend to disagree :D . I do think the Harnic shortsword is modelled more after the Viking or Saxon (and even Frankish) Scramseax - but it would function very similar to a gladius.

Quote:
I feel that open/close mode should reflect what happens when you are far INSIDE the MINIMUM effective range of the opponent's weapon, and if you have a much shorter weapon, that you have the advantage... Another way to look at it - using the combat hex grid - is when both combattants are inside the SAME hex, but neither is prone...


Representing combat is somewhat abstract, so I think it's tough to do this exactly. TROS had a system where if sucessful, you closed to the optimum range for your weapon, and the opponents if longer would have a disadvantage based on length.

To me the TROS system works well 1 on one, but is tough in busier melees. And I'd hate to have a Normal/Close/ver close range for HM, too much complication IMO, the Open/close works fine for me.

I've used the inversion of classes - seems to work pretty well for the most part.

I like HMG's press attack used in conjunction with this - allows someone to close the range, a sucessful press means the attackers are now in close mode.

I also allow a "changing or ranges" if a party gets a TA.

Now this is my own houserules, but I have an additonal D6 rolled for any stumble/fumble/shock. If the dies roll is exceded by 1-3, a TA results. It menas a slip or slight fumble where the one who lost the TA is not knocked down or dropping there weapon, but enough of a slip up to cause an advantage for the opponent (A shock roll failed by 1-3 is a momentary stun). Of course these TA's also allow a change in range, from normal to close, or vice versa.

I also allow certain close attacks my weapons, differeing from their normal attacks. This is a "haft" attack (Think hockey cross check, only for a two handed weapon, use a 2b aspect, AC1). I also allow a shield bash at +10 on the press tables.

So someone in close range with a battle axe against the dagger wielder has an option - use their wepaon normally, but with an inverted AC of 1, or use the haft 2b attack with an AC of 4. The haft may not do as much, but get a TA and that well placed haft to the face gives you a TA where the battle axe can be used to it's full ability as the range goes again to normal (and another houserule, defending from a TA is at -20)

Makes melees for fun with more choices for the players, also represents shorter weapons well IMO.

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Hmm Gurthang. What a nice name for a sword....


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