01-04-2019, 07:13 PM | #41 |
Join Date: Sep 2007
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Re: Some questions about 4E combat rules.
You can put a lot more force (so to speak) behind your blade when you're shoving it up against your foe's. That sort of corps-a-corps wrestling with weapons is certainly popular in the movies (and with steel in the movies, too).
In game terms, two-handed weapons get a +2 on disarm attempts ("Knocking a Weapon Away", B401). The rules should probably give you a similar advantage on Beats, but I haven't actually seen that in RAW. For that matter, Star Wars seems to suggest that 2H use does more damage than 1H use, so you might want to give force swords two different damage numbers (ridiculous and more ridiculous, which is probably why RAW doesn't bother). The original lightsabers are tangible as required, not just super cutting weapons, at cinematic convenience. But that's hard to quantify. Technical Grappling has more detailed rules on armed grappling, if you actually want to wrestle with swords. Two hands are an advantage there. Last edited by Anaraxes; 01-04-2019 at 07:16 PM. |
01-04-2019, 07:42 PM | #42 | |
Join Date: Jul 2008
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Re: Some questions about 4E combat rules.
No, I am not talking about your table. I did the math for the assertion I made.
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This probably would also call for some kind of re-arrangement of unarmed skills as well, which I'm not ready to propose. Probably not ranged skills, though the "Alternate Guns Specialties and Techniques" article from Pyramid 3-65 is always worth considering when relevant.
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01-04-2019, 10:30 PM | #43 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Some questions about 4E combat rules.
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A Force Sword wielded in two-hands might be allowed to benefit from the rules on MA123 for two-handed swords (in which case they should apply even if it's not a two-handed Defensive Grip).
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01-05-2019, 07:48 AM | #44 | |||
Join Date: Jan 2019
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Re: Some questions about 4E combat rules.
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And this is the real thing I somehow missed! I think it's the answer. It makes much more difference, than just giving some bonuses to armed wrestling. And it even really gives you parries similar to F. I think this bonuses is just enough to prefer two-handed grip for many characters. |
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01-05-2019, 08:46 AM | #45 |
Join Date: Sep 2007
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Re: Some questions about 4E combat rules.
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01-05-2019, 12:20 PM | #46 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Some questions about 4E combat rules.
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[/EDIT] This is not quite true. What I mean is: There is nothing about using it two-handed in the Ultra Tech write up. [/EDIT] Last edited by evileeyore; 01-05-2019 at 06:22 PM. |
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01-05-2019, 04:30 PM | #47 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Some questions about 4E combat rules.
It took me quite a while to find it - I knew there was something else, but I couldn't remember where it was, too.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
01-06-2019, 07:27 AM | #48 |
Join Date: Jan 2019
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Re: Some questions about 4E combat rules.
Don't know about it, but there is it in the MA's write up. I don't think that either is superior, so, if there is no information in the Ultra Tech, and there is information in the Martial Arts, we should believe in MA.
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01-06-2019, 12:41 PM | #49 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Some questions about 4E combat rules.
Which as I said previously, is fluff. It's aping the style of the Jedi from the first three Star Wars movies, no rules, just fluff.
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01-08-2019, 01:32 PM | #50 |
Join Date: Jul 2008
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Re: Some questions about 4E combat rules.
Written up slightly:
Melee Weapon (DX/A): Encompasses core skills around spacing, timing, footwork, and the like which are shared across all forms of armed melee fighting. This skill never stands alone, and is almost never rolled directly. All Melee Weapon skills become Average techniques of Melee Weapon, and anybody with Melee Weapon must buy at least one of them. Easy skills default to Melee Weapon and are capped at Melee Weapon+1, Average skills default to Melee Weapon-1 and are capped at Melee Weapon, Hard skills default to Melee Weapon-2 and are capped at Melee Weapon-1. (Technique Mastery should be forbidden for all of these techniques, or if allowed should be allowed for all of them with uniform effects, contrary to its existing text. Allowing Technique Mastery to raise the limit on any of these techniques by +2 is probably fair and gives some space for the more focused weapon master archetype to exist.) These weapon group techniques are used in place of the melee weapon skills for all purposes in existing rules. Optional: Feints are resisted with Melee Weapon instead of the best melee weapon technique level. Optional: Make techniquesechniques with a melee weapon skill default instead have Melee Weapon as default (and prerequisite if applicable) instead. This may be applied universally or selectively. Optional: Make Boxing, Brawling, and Karate into techniques as well, and rename "Melee Weapon" to "Melee Combat". This is decidedly half-baked and doesn't really work well with the skill-based damage bonuses those skills get. Do enforce familiarity penalties - just because a PC has a fundamental grasp of how to wield melee weapons doesn't mean they can grab up any new strange implement of violence and instantly use it effectively!
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