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Ranged combat mechanics
Mico Selva posted a topic in Pillars of Eternity: Stories (Spoiler Warning!)For starters, sorry if this topic was already discussed (please close this thread then and point me the right way then), but I couldn't find it anywhere. I was wondering how ranged combat is going to work in PE. I like the four-grade hit classification (miss/graze/hit/critical) for melee combat, but I don't think it would make much sense regarding ranged combat. In melee, a 'graze' result can be interpreted as defending character having to make some effort to deflect the blow or dodge. Damage taken this way can be seen as strained muscles, bruises, twisted ankles or even just plain getting tired. In ranged combat, you don't usually even have time to react to a missile heading towards you and the hit result is much more dependant on the attacker's skill than the defender's. What would a graze mean in this context? An arrow scratching a shoulder? A bullet chipping an ear? How probable is it for projectiles to keep barely missing a character (not very)? Does anyone know if the rules for hitting ranged combat are supposed to be any different than for melee? Was this even already mentioned somewhere? I feel like misses should be much more prevalent when shooting someone than when trying to smash your target with an axe. One idea to do this using the current system is increasing the total miss chance along with increasing range to the target, at the cost of graze results. You'd have the normal (let's say 5%) chance to completely miss in melee or while shooting at point blank range, then double (10%) at 5 feet range, triple (15%) at 10 feet, etc. The above numbers are completely arbitrary, of course. EDIT: fixed typos