Wednesday, October 17, 2012

Breaking Cthulhu: Combat

After making a superhuman born prior to the birth of America, figuring out how to become a master of all trades, and become impervious to insanity, it's only fitting that we talk about how a Call of Cthulhu character can exploit combat.
Here are five ways each and every player could be exploiting combat in an ongoing campaign, regardless of skill level.
1. Martial Arts
Having a single point in Martial Arts provides you a chance to proc double damage on any hand-to-hand attack. Every optimized character should have a single point in the Martial Arts skill. For best effect, place 30-50% in it in order to regularly proc that damage.
2. Weapon Attacks
You want a weapon with the highest volume of attacks. For most people, that's going to be any revolver with 3 attacks per turn, for the simple way a turn goes: If you have a weapon aimed and ready, you get an attack before anyone else does. Then you get an attack with everyone else. Finally, any weapon with 3 attacks gets a 3rd pass after everyone goes. You minimally qualify for 1 extra attack than everyone else, and quickly will qualify for a 2nd with a bit of planning.
3. Weapon Choice
Any semi-automatic firearm requires a Mechanical Repair check before it works again. Unless you're walking around armed to the teeth, you can't just toss it to the ground and grab another. Revolvers, breech-loaders, and bolt-action weapons don't have this drawback. If you're aiming for that 3-attack weapon, pick up a revolver. You won't regret it.
4. Burst Fire
Burst fire is just broken. You fire once per turn, in the normal initiative sequence. For each shot, raise chance to hit by 5%. You can't more than double. Roll D8 for 8 shots, 10 for 10, etc. If targets spread, roll, then allocate hits. If in narrow cone, double hit chance. In essence, you can make your attack automatically hit for the damage of your weapon multiplied by the number of rounds it has in a clip. Go for the highest volume possible.
5. Distance
Getting within half of your weapon's range nets you a doubling of your attack roll. Given that a handgun generally has a 15 yard range, you've got a range of 21 feet, or around the distance that something has to burn a turn moving to you. Couple this with "firing blindly" if you've got any skill at all, and you get 6 attacks per turn (per hand, if you have good handgun skills) at 2/5ths of your attack skill (or with 60% handgun and a laser sight, still doubled). Not a bad tradeoff.

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