K wrote:
Ranged attacks out of zone benefit from you not getting attacked (but your ranged attacks are small and imprecise). There is aysmmetric power there, but not much, and that's the reason to do that.
That is
not a benefit. Getting attacked means one of your allies
isn't being attacked (short of AoEs and the like). Conversely,
not getting attacked means that enemies are focusing fire on one of your allies.
So you're punishing the melee fighters
twice. First by not being there to split enemy fire, and second by not providing enough damage output to actually matter.
K wrote:Under the zone idea, ranged attacks in zone mean you split enemy attacks because meleers can run up to you and hit you as easily as other meleers but your damage is appropriate big. Them assumption is that ranged specialists will want to be in zone for group defense AND offense reasons.
Unlike your tirades about how you were going to nerf
lowlight vision until no one could derive differential benefit from it, this is actually an achievable goal. It is, however, an incredibly shitty goal.
If I play a game with tactical positioning
at all, even if it is narrative positioning like most people played 2nd edition AD&D, I
demand at least 3 meaningful topological positions. That is to say that if your game doesn't recognize meaningful reasons to be in "the melee" or "our back field" or "their back field", then I don't want to play it. Even 2nd edition AD&D managed to do that much, and if you can't provide that with your design then your design sucks.
More reasonable positions to be in may or may not be better. I could see adding "flanks" to "the melee" and/or the backfields. I could see adding concepts of near and far rear ranks. Hell, you could even do grid mapping or topological connectivity maps. All of those things add more tactical complexity at the cost of adding more complexity to the tactical description. You could argue it either way.
But if you tell me "all the characters get into 'the combat' and are then all in topologically the same place", then I am mortally offended and I do not want to play. Because that is how nWoD combat works for all intents and purposes, and it is
awful. If you tell me that bows and swords aren't really different in your system, then I will tell you that I am not going to play your system because your system is stupid.
-Username17