05-16-2019, 04:34 PM | #31 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Keeping a Foe at a Distance with a Longer Weapon
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05-16-2019, 04:47 PM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Keeping a Foe at a Distance with a Longer Weapon
That's the realism problem. Realistically, in the specific case of a thrust that is defended against via a retreat, the weapon remains in position for a stop.
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05-16-2019, 08:32 PM | #33 |
Join Date: Jul 2008
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Re: Keeping a Foe at a Distance with a Longer Weapon
A retreat isn't necessarily directly along the line of the attack. Even if the retreat is into the hex that's along the line of the attack, which it needn't be.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
05-16-2019, 08:45 PM | #34 | |
Join Date: Aug 2018
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Re: Keeping a Foe at a Distance with a Longer Weapon
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I think I see your dilemma: if you "Wait" to do a "Stop Thrust", you may never hit the wolf if it never decides to get in range... But if you DON'T wait and attack them, then you can no longer do a Stop Thrust to keep them back, and they can close the distance now. HAFAB requires either a parry or obstruction, and both of those mean the wolf is already at your heels. I'd just do a "half wait", like you can opt to hit at -6 (the first half of a rapid strike) and then "wait" to deliver the 2nd half as a stop-hit, but you lose it if they don't trigger it. That way you can still try some jabs but without losing the opportunity to do stop hits. Since it's not legal, could treat the ability to divvy up Wait components as a perk. You'd still have to follow usual guidelines like inability to use Move and Attack. |
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05-16-2019, 08:46 PM | #35 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Keeping a Foe at a Distance with a Longer Weapon
A retreat is slow enough that you'll never counterattack fast enough that they aren't in line. I guess you can simply have a retreat leave you immobile for the next turn.
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05-17-2019, 05:14 AM | #36 | |
Join Date: Oct 2010
Location: FL
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Re: Keeping a Foe at a Distance with a Longer Weapon
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Re: number of Steps and Retreating, I see roughly 6 options: Default: one autonomous step, one retreating step. Douglas Cole's option: one step total: retreat or autonomous. Generous: two steps total: 2 retreats, 2 autonomous, or one of each. Extra Effort: one step for free (retreat or autonomous) with the option of gaining +1 for 1FP (an Extra Effort option that can only be used once per turn, basically an expansion of Giant Steps, MA131 and possessing similar restrictions). Special Training: Default for most people, but a Perk is available to upgrade to Generous (or perhaps Extra Effort only for moving a step instead of adding it--if you do one step, one retreat, it shouldn't cost more with the perk than it does for most people). DC Special Training: Douglas Cole's option for most people, but a Perk is available to upgrade to, depending on setting/taste, Default, Generous, or EE. I like the idea of being able to allocate the steps at will--hoping for an enemy's attack to be successful so you can use your retreat is weird--but I don't like the reduced maneuverability of Douglas Cole's option, nor the immense increase thereof of the Generous option. I'm inclined to vote for either Douglas Cole's along with the rule for trading attacks for steps in MA128 being available for everyone, or for EE. One might test it with the regular Special Training option (I think it is worth noting that half of these amount to "Douglas Cole's option with optional rules available to lessen the pain").
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Formerly known as fighting_gumby. |
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05-19-2019, 11:42 AM | #37 | |||
Join Date: Aug 2018
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Re: Keeping a Foe at a Distance with a Longer Weapon
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3e's Compendium 2 had "Retreating Clarified" - "Retreat and Movement" on pg 68 which would penalize your following maneuver by 1 step if you took a retreat on the previous, which could be seen as option 7. It doesn't limit you to 1 step per turn (you can still step/retreat on your first) but instead limits you to an AVERAGE of 1 step per turn by then stealing the next round's step so you're down to 0. This doesn't penalize you in any way if you have no desire to step the following round though. It would also seem fairer to "save up" a step for your next maneuver than to "borrow" a step for your next maneuver, as an 8th option. Quote:
One thing that would also need to be cleared up is what maneuvers you could do this in. Usually you can only use the Extra Attack advantage when you're using a Maneuver which allows an attack, meaning you wouldn't be able to use it on an Evaluate, a Ready, an Aim, an All-Out Defense, a Move or a Concentrate. That's part of why I do see value in a high cost for an Extra Step that does apply in those situations where Extra Attack would not... Or if you were to have Extra Attack usable on ALL maneuvers (like Compartmentalized Mind is) then it would probably be worth more, like some kind of Cosmic +300% enhancement. |
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05-19-2019, 12:41 PM | #38 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Keeping a Foe at a Distance with a Longer Weapon
I pulled it in from two variants of The Fantasy Trip, as sourced in my original mention of it.
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