Fencing is just Sword Expertise
In this variant the knife/sword group gets just two expertises: Dagger and Fencing. The Main Gauche still needs both if you want both the defensive advantage and the HTH advantage.
Fencer is more powerful but less flexible than the other two major expertise groups (axe, polearm) as it includes no thrown weapons. And swords are expensive. |
Re: Fencing is just Sword Expertise
I'm very much on the fence about this one (no pun intended).
Between Fencing and Sword Expertise, Two Weapons and then Sword Mastery, separate expertise with daggers, then the main-gauche and it's own sometimes ambiguous or forgettable rules, between all that we have way too many talents and fuzzy borders between them. How did jabbing someone with a straight, pointy blade get so complicated? I'd be tempted to recommend to new players - forget all that and just use an axe! I too have been very, very close lately to thinking the Fencing talent/skill, and even Two Weapons talent should just get tossed. Fencing swords might and should still have some special characteristics other swords don't have, but taking advantage of those characteristics could just be baked into the other talents. Two Weapons for any particular category of weapons might also be baked in to an expertise talent. That's what I think on odd numbered days. On even numbered days I can't see dumping a special Fencing skill because it feels so much like it belongs in a fantasy role-playing game. It also defines a type of character, and bristles with romantic overtones. Even writing my own system from scratch, where I don't have to run into any TFT compatibility issues and build everything to my own liking, I still run into the same complicated interactions between the new sword rules I come up with. I'm still waiting to have an epiphany, but it's been taking years. |
Re: Fencing is just Sword Expertise
Fencing has its limitations but for a beginning character its awesome. However, they do hit a limit with respect to weapon damage being limited to sabers. Achieving Fencing Mastery is tough but still worth it in my opinion.
To do the same thing with Sword Expertise, you have to sink lots of IQ to get Two Weapons talent. So, it it is not as versatile for a lower attribute PC. But, when the PC gets above ST 10 they can be a fencer with larger swords. That's when it starts to make a big difference. I have experimented with both builds. The Fencer can be far more versatile because they have more IQ for other talents. While the two weapons sword experts are less versatile, they end up being great sword fighters that deal out more damage. Both builds have their strengths. A fencer is not just a Sword Expert. They are a Sword Expert with two weapons talent. I like the granularity between these two character builds. They both work in their own ways. A good well-rounded adventurer is a build of a Fencer/archer/physicker/tactician. An effective military type would be the Sword Master with Two Weapons Talent that is a tactician. Leave the physickering to the medics. |
Re: Fencing is just Sword Expertise
Fencer adds damage per turn by adding DX.
Bill Hook, Human, age 20 ST 10, DX 17, IQ 13, MA 10 Talents include: Acrobatics, Alertness, Courtly Graces, Knife, Master Fencer Language: Common Weapons: fine dagger (1d), 2* very fine well balanced sabers (2d+2, +1 DX) Armor: -3 to be hit First Shrewd thrust: adjDX 15 for 3d+5 damage, 14.8 DPT Second Shrewd thrust: adjDX 11 for 3d+5 damage, 9.7 DPT Total damage per turn: 24.5 Basically slays one and a half foes per turn. Clay Moore, Human, age 20 ST 12, DX 15, IQ 13, MA 10 Talents include: Alertness, Knife, Shield Expertise, Sword Mastery Language: Common Weapons: fine dagger (1d), very fine well-balanced broadsword (2d+4, +1 DX) Attacks and Damage: Punch (1d-2) Armor: Small shield stops 2 hits, -3 to be hit Shrewd blow is 3d+6 at adjDX 12 for 12.2 DPS So does half the damage of the fencer |
Re: Fencing is just Sword Expertise
The present ACTs, including Fencer, are weapon-specific, generalist in output and dull. They should all go into the bin and be replaced by special abilities which are weapon-independent and output diverse. It isn't worth trying to save Fencer.
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Re: Fencing is just Sword Expertise
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Re: Fencing is just Sword Expertise
For comparison, here is a list of weapon-independent output-diverse Advanced Combat Talents. The idea is that each creates a new possible action, so you can buy as many as you like but only use one a turn.
I think you can disagree with everything in this list, but that the core idea of making ACTs be about effects and not weapons is the way we should go. The list is an example of possible implementation.
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Re: Fencing is just Sword Expertise
Having recently become used to the structure of Fencing/Fencing Mastery, Weapons Expertise/Mastery, and Unarmed Combats in Legacy TFT, I'm reluctant to make such changes. They do work as they are stated--warts and all. However, I will follow the discussion for these changes.
I have been working on how to allow Unarmed Combat talent abilities be coupled with various weapon talents without destroying the balance of the TFT universe but that is a different topic. It still works with the current weapons talent and weapons expertise/mastery structure. It's basically a write up of how we did it in a Classic TFT days. Up front, it isn't a stacking of talents but how they can complement. |
Re: Fencing is just Sword Expertise
My ruling is that Fencing Expertise and Mastery cover all weapon combinations that are classics from the age of cut-and-thrust swordsmanship (rapier and main gauche, case of rapiers, etc.). That provides it a bit more breadth of application that I'd say makes it on par with the other equivalent talents.
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