RPGCodex informs us that they have posted a Lionheart interview with Ion Hardie. Quite some useful info about the game in there, so be sure to pay a visit:
6. Since Lionheart uses real time in conjunction with a "to hit" roll system, how is ranged handled? How does the interface address problems with targetting an enemy rather than running up on him? What happens if a ranged attack is heading towards a moving enemy that changes direction after a "to hit" roll was successful?
Ion Hardie: To 'peel back the curtain', so to speak, every time an attack is started, and conditions are right (target is in range, nothing has interrupted the attack, etc), a roll is done. This roll determines whether the action seen a fraction of a second later will actually contact the target, miss altogether, cause a critical hit, etcetera. What this means for ranged attacks is that, when the die is rolled, the ranged weapon character is in the process of shooting their weapon. If the target is moving, then the arrow/bolt/whatever is let loose at the targets position when the arrow was fired. Let's say this roll was successful. If the target moves to the side, the arrow will still cause damage to the target, even if the graphic of the arrow is next to the target and not exactly ON the target. This is necessary to preserve the nature of the 'roll'. Otherwise, if you could actually avoid arrows by moving quickly around, you would have more of an action game and less of an RPG?in my opinion. |