Firing Into Melee: Melee is a constant confusion of shifting bodies as the opponents move back and forth, to the left and right, all trying to gain the best position. Attempting to make a ranged attack into this confusion is very difficult at best, and potentially hazardous for people other than the target.
When a character fires into melee, he receives a -4 modifier to his attack roll. If the attack hits, it is resolved normally. If it misses, then all other potential targets within 5' of the path of the attack must make a Saving Throw vs. Spd, starting with those closest to the attacker and then moving outwards from there. The TN of this Save is the total sum of the attacker's roll and all modifiers, including range modifiers. If the character makes their Save, the attack missed them. If they fail their Save, they take double the Base Damage of the attack, but no Scaling Damage. This damage may be reduced by the AR of the character who was actually hit. Modifiers to the potential target's DEF, from a Shield or from Combat Moves that involve any type of Dodge are also applied ot the character's Saving Throw.
I will pass it on to him.
If I was going to rewrite that I would write it as such:
Firing Into Melee: Melee is a constant confusion of shifting bodies as the opponents move back and forth, to the left and right, all trying to gain the best position. Attempting to make a ranged attack into this confusion is potentially hazardous for people other than the target.
If the attack hits, it is resolved normally.
If it misses, then all other potential targets within 5' of the path of the attack must make a Saving Throw vs. Spd, starting with those closest to the attacker and then moving outwards from there. The TN of this Save is the total sum of the attacker's roll. If the character makes their Save, the attack missed them. The first target that fails their Save takes damage as usual from the attack. This damage may be reduced by the AR of the character who was actually hit. Modifiers to the potential target's DEF, from a Shield or from Combat Moves that involve any type of Dodge are also applied to the character's Saving Throw.
[b]Item[/b] | [b]My version[/b] | [b]Samwise's Version[/b] |
Initial Modifier | -4 for shooting into melee | no modifier |
Target Number | explicitly states that any modifiers to the original roll (skill bonus, range increment modifiers, combat moves used, etc.) also apply when setting the TN | implies, but does not explicitly state that all modifiers apply |
Damage Dealt | Double Base damage, no scaling damage | damage as normal |
Firing Into Melee: Melee is a constant confusion of shifting bodies as the opponents move back and forth, to the left and right, all trying to gain the best position. Attempting to make a ranged attack into this confusion is very difficult at best, and potentially hazardous for people other than the target.
If the attack hits its intended target, it is resolved normally.
If it misses, then all other potential targets within 5' of the path of the attack must make a Saving Throw vs. Spd, starting with those closest to the attacker and then moving outwards from there. The TN of this Save is the attacker's total attack roll (dice roll + skill bonus + all modifiers). If the character makes their Save, the attack missed them. If they fail their Save, they receive the Base Damage of the attack plus 1 additional hit for each point that they failed their Save by.
This damage may be reduced by the AR of the character who was actually hit. Modifiers to the potential target's DEF, from a Shield or from Combat Moves that involve any type of Dodge are also applied to the character's Saving Throw.
I like your revised idea. It sounds good. I will pass it on to Brian.
Firing Into Melee: Melee is a constant confusion of shifting bodies as the opponents move back and forth, to the left and right, all trying to gain the best position. Attempting to make a ranged attack into this confusion is very difficult at best, and potentially hazardous for people other than the target. Any ranged attack made into a melee situation receives a -2 modifier to the attack roll.
When making an attack into a melee situation, if the attack hits its intended target, it is resolved normally.
If it misses, then all other potential targets within 5' of the path of the attack must make a Saving Throw vs. Spd, starting with those closest to the attacker and then moving outwards from there.
The TN of this Save is the attacker's total attack roll (dice roll + skill bonus + all modifiers that applied to the attack against its original target). If the potential target makes his Save, the attack missed him and the next potential target must make a Saving Throw vs. Spd (same TN). If he failed his Save, he receive the Base Damage of the attack plus 1 additional hit of Scaled Damage for each point that he failed his Save by.
This damage may be reduced by the character's AR. Modifiers to the potential target's DEF, from a Shield, various Combat Moves (Dodges, Diving for Cover, etc.), Talents, magical armor, spells, etc. (GM's discretion, but it is recommended that all bonuses that do not rely on skill or awareness of the potential target be allowed) should also be applied to the Saving Throw.