Combat - Immersion v. Simplicty II
Combat - Immersion v. Simplicity II 82 members have voted
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1. Special weapon materials (cold iron, adamantite, silver, etc)...
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...should have no bearing on combat.1%
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...should provide minor/moderate bonuses against certain enemies.35%
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...should aid in overcoming resistances of certain enemies.43%
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...should be necessary to overcome immunities of certain enemies.20%
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2. Slings, Bows and Crossbows...
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...should fire infinite ammunition. The power or type of the shop would be determined by the weapon in question.2%
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...should fire infinite unenchanted ammunition. More powerful ammunition could be fired from the weapon but it is finite and must be restocked if used up.27%
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...should finite ammunition. Enchanted and unenchanted ammunition must be restocked if used up to operate the weapon.69%
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3. Ranged weapons...
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...should be usable in melee range without penalties.2%
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...should be usable in melee range without penalties only if the character is specialized in doing so (as a class ability or feat).49%
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...should suffer penalties when used in melee. The player should not be able to spec out of those penalties.36%
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...should be unusable when in melee range.12%
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