Distant Blow and Picks
How does the distant blow spell interact with the rules for picks getting stuck? I lean towards letting it negate the picks weakness personally but I'm interested in hearing what others think.
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Re: Distant Blow and Picks
I'd tend to agree. The text of Distant Blow indicates that it can only transfer strikes, and is useless for grappling, entangling, garroting, etc. In this context, I'd treat the "sticking" property of a pick as a form of entanglement, which would thus not be part of the attack. This does suggest that Distant Blow could be a popular enchantment on a pick, letting the wielder strike more rapidly in close or ranged combat.
On a side note, I do love the Movement College. So often overlooked, but so many great spells with adventuring applications. |
Re: Distant Blow and Picks
Given it specifically calls out that the blow is transmitted magically, and that other magical properties are not transmitted, Id say the pick cant stuck so long as its being used on the subject of the Distant Blow spell.
If that seems TOO abusive for some reason, give the spell ST 15 (Like Dancing Object) for purposes of pulling a pick out. If even that seems to generous, charge 1 FP for ST 2, 2FP for ST 7, 3 FP for ST 16, 4 FP for ST 32, for one second and let the mage roll against THAT ST. (Thats using the BL given by Distant Blow's prereq, Apportation). But that all seems excessive. |
Re: Distant Blow and Picks
Nice to know my interpretation wasn't totally off the mark.
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It would be a terrible thing to overlook the Movement College. It has great spells. Quote:
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All together, I don't view a pick sticking into its target as such a huge drawback, and thus I don't think it's unbalancing to have a magic spell remove that feature in limited situations. EDIT: Reviewing the Pick rules, they leave something to be desired. It would make most sense if the difficulty of extracting a stuck weapon was based on how much damage it dealt, and perhaps what sort of armor it encountered. Let's see... a ST 10 man deals 1d+1 imp with a one-handed Pick, with each +1 ST adding +1 damage. It would take reality testing, but I could see rolling ST+(6-rolled damage), though maybe ignoring damage that's blocked by flexible armor (since it is less likely to bind the pick). An average blow could be extracted some 75% of the time, but a high damage roll or All-Out Attack would be more difficult. If that seems too rough, and you feel there should be a greater benefit for high ST, make it something along the lines of ST+(4 - 1/2 rolled damage). The damage bonus for Weapon Master or a Fine Pick could probably be left out of this equation, increasing injury without making the weapon harder to recover. And of course, using two hands should add a ST bonus. |
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Of course, the pick-based PCs have enough ST to reliably unstick their picks or things might have been different. |
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Free bonus damage plus a way to grapple your foe. Long as I am posting, I dont see a problem with Distant Blow doing damage and not getting stuck. Its kind of a wash and in any case its magic not a powers as magic thing so it just works as described. |
Re: Distant Blow and Picks
The getting stuck rule is helpful sometimes. It's mostly disadvantageous when fighting people you can one shot anyway or if you lose the pick or don't have it in hand when you need it because it's stuck in an enemy.
The other aspect is that in addition to a balancing mechanism the getting stuck rules provides mechanical interest. Though distant blow at least doesn't totally remove it like graceful weapon and quick-draw do to whatever they apply to. Quote:
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