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Old 08-28-2007, 10:07 AM   #15
Kromm
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Location: Montréal, Québec
Default Re: [Martial Arts] Melee Threat area?

Did you look closely at the Trip technique (p. 81)? I'd say that an Armed Interdiction or Attack of Opportunity technique (heh) would use similar rules. Replace the "your rival trips and falls down" result with a roll to hit followed by weapon damage at -2 or -1 per die, whichever is worse, a lot like Aggressive Parry (p. 65). Then make the technique default an extra -1 harder to reflect the fact that you've extended an unarmed move to a weapon. The results would look like this:
Armed Interdiction*
Hard
Default: prerequisite skill Parry-2.
Prerequisite: Any Melee Weapon skill; cannot exceed prerequisite Parry.


Armed Interdiction lets you make a quick, low-damage melee-weapon attack against anybody who tries to charge past you in combat. To use it, your opponent must be running from in front of you to behind you (from your front hexes to your side or back hexes, on a battle map) and within your weapon's current reach. Thus, a greatsword (Reach 1, 2) could slash at anybody trying to flank you who passes within 2 yards, while a halberd currently at Reach 3 could only intercept such a foe if he were exactly 3 yards away at some point during his run.

Roll against Armed Interdiction as your opponent runs past. This counts as a parry with the weapon in question. Shield DB doesn't help, you can't retreat for a bonus (or use anything under Retreat Options, pp. 123-124), and special parry options such as Cross Parry (p. 121) are off-limits. Failure means your foe runs past untouched. Success gives you a roll against the underlying skill to strike your enemy.

Success on this skill roll means a potential hit. Your opponent defends normally. If he fails, then you inflict your weapon's normal damage at -2 or -1 per die, whichever is worse, on a random hit location. Skill bonuses to damage apply normally.

Failure on the skill roll means you didn't act forcefully enough to inflict damage.

If you do strike your opponent for damage, then this counts as a parry against a heavy weapon; see Parrying Heavy Weapons (p. B376). The charging fighter's "effective weight" equals his ST. It's very possible to snap off a weapon attempting this stunt!

You can attempt Armed Interdiction multiple times per turn, and mix it up with regular parries. The usual penalties for multiple parries apply in all cases. For instance, if you try Armed Interdiction and then have to parry, your parry is condsidered your second parry of the turn, at the usual penalties.
With the technique-design system, this starts life as Parry. Its basic effect is a special benefit:
  • Parry counts as low-damage attack (-1)
It gets no offsetting consideration for low damage, since by precedent of Aggressive Parry, damaging defenses always do low damage. Further benefits are:
  • Defense engages someone who isn't attacking (-1)
  • Operates against a "runaround attacker" (-2)
The first is a benefit because it enables a defensive response without an attack, which lets a fighter benefit from his parry even on turns when he isn't attacked. The second is the usual -2 for parries against foes doing runarounds. Then there are a couple of drawbacks:
  • Limited target selection -- only foes running from front to back within reach (+1)
  • Most parry bonuses don't apply (shield DB, retreat, Cross Parry, etc.) (+1)
The first reflects the special-case nature of the move . . . really, it isn't that useful except when an enemy does something odd that he probably won't do if the GM allows this technique (especially at default!). The second compensates partly for the loss of common parry bonuses. Most of the remaining effects -- "Counts as a parry, with the usual penalties for multiple parries," "Opponent defends normally," and "Counts as a parry against a heavy weapon" -- have no effect. All parries count as parries, most hits let the target defend, and any parry against somebody's entire self risks snapping a weapon. This makes the final default Parry-2.

And yeah, this whole thing is cinematic. In real life, unless you're waiting, you won't be stopping people from running past. The realistic options appear under Dealing with Charging Foes (p. 106). As you can see, they all require that you be waiting (to do a stop thrust) or that your foe actually enter close combat with you (to slam, grapple, evade, whatever).
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