Re: [MA] Italian fencing description and the riposte
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Re: [MA] Italian fencing description and the riposte
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Re: [MA] Italian fencing description and the riposte
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Re: [MA] Italian fencing description and the riposte
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But I do see a point for more finicky fights, that locations matter. But I'm not sure I like the idea of the defender knowing in advance where he will be hit, before he decides if he'll bother with a defense. I mean, a fighter with a really good corselet and bare arms only parries if he'll take a hit to the arms. On the other hand I suppose a skilled fighter can see where the blow lands. Plus when deciding whether to defend or not it's not like you're abandoning our next attack - that's only if deciding between AoD or normal. But in a fight against multiple enemies you risk 'using up' a parry on atrivial attack. PS: In the old 'Millenium's End' technothriller rpg you rolled defence once attack was declared but *before* it was actually rolled. Because if defense is succesful don't bother with the rest. However that game did not (IIRC) have the All out options, or limited number of defenses per turn. However I guess there had to be a fumble chance. |
Re: [MA] Italian fencing description and the riposte
It's often worth rolling random location with cutting weapons, rather than targeting torso, since nearly every location is good for cutting.
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