Renaissance Skirmish Rules – Resolution?

Out on the road for the past week. Long drives. Had some time to think about the skirmish rules.

Will stick with RAW’s basic framework but will rely on the dice to determine the probability of actions not covered, but intuitively needed.

The “Yes, No” dice will take care of questions such as “Can he fire this turn or must he reload?”, or “Is there a modification for this moving target?”, or “Can he add pistol to melee strength”.

Don’t want to bogged down in charts and modifiers. Will add gallop (walk, then trot, then gallop), but other than that.  Just play the game and rely on common sense.  Will see how it works.

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