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Old 09-28-2016, 07:11 AM   #11
Varyon
 
Join Date: Jun 2013
Default Re: Designing Techniques question

Quote:
Originally Posted by Tomsdad View Post
Why wouldn't points spent increasing the technique above default also increase the chances to hit as well?

In fact points spend on it would not off set the defence penalty as it not an defensive technique that effects the defence score, but an offensive attack taht effects teh to hit score with it.

The maximum level rules on pg93 seems to suggest Default +4 is reasonable assumption for max level for a offensive tech.
The Technique is too general to fall into the category where increasing it to Default+4 would be appropriate, although I do believe you are correct that buying off the defense penalty might be inappropriate as well. I feel this Technique would be something more akin to Judo Throw - Default to Skill+0, cannot raise above Skill. That said, however, allowing it to go to Skill+4 would work just fine - getting there costs [6] ([1] for Unique Technique, [5] for +4 to a Hard Technique), then you'd need to pay another [10] for enough Enhanced Parry to negate the penalty, for a total of +4 to attack, +0 to defense, and +2 to damage for [16]. [16] simply spent on the skill would be +4 to attack, +2 to defense, and +0 to damage, which we've established is equivalent - it's the option to switch between the two that's worth a Perk.


This thread is making me think of the possibility of giving characters the option of more nuanced All Out Attacks. A typical combatant can probably be expected to have Dodge 8, Parry 9. All Out usually gives you half movement without a skill penalty or cap (worth -2 to -3 based on Move and Attack; as -2 is really only worth another Step, we'll go with -3). It then gives you +4 to hit (worth -4), +2 to damage (worth -4), an extra attack (worth -6, or -4 if you use a different weapon), or the mess that is All Out Attack (Long) (something like an extra Step but only for determining what you can hit, -2 or so; a penalty that only applies to swing attacks and an inability to combine with Defensive Attack, which I'd eyeball as +1 total; an extra Step to let you change posture to kneeling, but with a needed DX roll, maybe overall worth -1). That's roughly a total of -7. Offsetting that would be -3 to all defenses, for +6, then a -1 to best defense*, for +1 (total +7). That means my "no defense" threshold is around 5.

Simplifying and considering that most combatant-oriented characters will have a bit higher defense, we'll say that you can freely trade in each -1 to all defenses for +2 to hit, with the option of adding in some other options - half Move for -3 to hit, extra Reach for -2 to hit, maybe that funky extra kneel for -1 to hit - in addition to being able to get +1 to damage for -2 to hit. This won't drop defense below 7 (ignore DB here). Once Dodge is at 7, further reductions (applying only to Block and Parry that are above 7) are only worth +1 per -1. Once all defenses are at 7, a further +2 can be gained by outright eliminating all defenses. For characters who have defenses that would yield less than a +7 for eliminating them, they can instead simply use the normal All Out Attack options instead of trying to build something comparable. Note the lowest defense build that would get the +7 would be something like Dodge 9 and Parry 10.

Assuming Combat Reflexes, that means combatants up to Speed 5 and Skill 12 basically use the normal All Out Attack rules, but with the option of trading in the movement for a +3, while those who are better can improve their abilities further by eschewing defense - a character with Dodge 10 and Parry 14 is normally fairly unlikely to use All Out Attack (particularly if he's carrying a shield), as he's giving up a great deal and probably has high enough skill that All Out isn't likely to do much for him. With this, however, he gets +6 from dropping Dodge to 7, another +4 for doing the same with Parry, and finally a +2 for dropping defense entirely, for a total of +12 - enough to increase from a Step to half Move (-3), claim a +4 or +2/die bonus to damage (for -8), and still have a +1 to hit.

Obviously, this is a cinematic option, and would have to be reworked (or ignored outright) for ranged All Out Attack. It addresses the issue that high skill characters have little reason to go All Out by increasing the benefit they get from it. It makes Committed Attack redundant, however, but honestly that would fit better as a part of this progression anyway (if you'd like, you can say that the +2 for giving up all defenses is +1 for giving up Parry and the ability to Retreat, further +1 for giving up all the others). I also wouldn't allow this to count as a Technique, and would be tempted to not allow the overall effect to be a skill penalty - every boon must be fully offset by a penalty to defense. For Techniques that are special cases of Committed/All Out Attack (like Spinning Attack and Whirlwind Attack), add a further -4 to those built on Committed Attack, -7 or so for those built on All Out Attack.


*Not a RAW option, but makes some sense here.
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