06-13-2019, 09:30 PM | #1 |
Join Date: May 2018
Location: Atlanta, GA
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Opinions on "Change Posture & Ready"
We had a recent combat where a large portion of the party was asleep on the ground. After we woke up, it took each of us 3 rounds to get into combat because we had to:
Change Posture (Prone -> Kneel) Ready Weapon (grab weapon from the ground) Change Posture (Kneel -> Stand) I asked the GM that in the future, could we combine the last two maneuvers and instead do: Change Posture (Prone -> Kneel) Change Posture (Kneel -> Stand) & Ready Weapon, but get NO DEFENSES (similar to an All-Out maneuver). He mentioned that it wasn't RAW, but would allow it. Opinions? |
06-13-2019, 09:43 PM | #2 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Opinions on "Change Posture & Ready"
In general, I would allow a double-maneuver like this with a successful check of some sort. Probably the better of DX or Acrobatics. On a failure, you have to take the extra maneuver but still lose defenses. On a critical failure, you drop the item and have to retrieve it AND lose defenses.
On the other hand, if this is something you anticipate happening a lot, maybe invest in Fast Draw? |
06-13-2019, 10:16 PM | #3 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Opinions on "Change Posture & Ready"
"Quick-Readying Nearby Weapons" MA104—could be tweaked to work here as well
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
06-13-2019, 11:53 PM | #4 | |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Opinions on "Change Posture & Ready"
It should only take 2 turns - there's a special dispensation for going from Kneeling to Standing (or vice versa) as a Step.
Quote:
turn 2 - Step and Ready, using the Step to Stand from Kneeling.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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06-13-2019, 11:54 PM | #5 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Opinions on "Change Posture & Ready"
Or several of you can learn Acrobatics and the Acrobatic Stand Technique.
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06-14-2019, 11:47 AM | #6 |
Join Date: Jul 2015
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Re: Opinions on "Change Posture & Ready"
Surprise attack should have come into play here too. So it might have taken some of you longer than 3 turns to get up and be ready for combat.
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06-14-2019, 11:40 PM | #7 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Opinions on "Change Posture & Ready"
I support the concept of expanding "All-Out", so that you could have
Other All-Out options would be interesting (All-Out Aim? Aim & Attack?) but are outside the scope of the thread.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
06-15-2019, 01:45 AM | #8 | ||
Join Date: Aug 2018
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Re: Opinions on "Change Posture & Ready"
I think it would be "ready and step" since you'd still need to be kneeling to grab the weapon, then use your step at the end of the Ready turn.
Quote:
Quote:
Cole's "Technical Grappling" also has the solution to the Change Posture maneuver: using the "Force Posture Change" attack instead and designate your weapon as your foe. Only downside is you must pass a roll and it's not auto-success (but then, neither is Acrobatic Stand) |
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06-15-2019, 06:39 AM | #9 |
Join Date: Sep 2007
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Re: Opinions on "Change Posture & Ready"
There's Fast-Draw (Weapon).
No default per RAW if the players neglected to drop a point into the skill(s), but a GM might allow a DX-4 roll anyway. |
06-15-2019, 07:22 AM | #10 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Opinions on "Change Posture & Ready"
Quote:
What should penalize Acrobatic Stand (but doesn't) is Encumbrance. Also, Acrobatic Stand has an "All Out" variation where you sacrifice Defenses for a +4 to your roll. |
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