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Old 03-15-2016, 06:26 PM   #1
Pseudonym
 
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Join Date: Jul 2015
Location: Phoenix, AZ
Default Combination Attack Techniques: Ready Maneuvers

An idea occurred to me. I was wondering if it would make sense to use a combination attack from martial arts as the basis for costing out an advantage or power-up that allows people to use weapons that have many ready maneuvers between uses.

Some examples:
Combination(Reload(Musket), Reload(Musket), Reload (Musket)) to reload three times faster than normal. (I get there are perks to do the same)

Combination(Swing(Axe)/Torso, Retrieve(Axe)/Torso) to attack with a pick, and attempt to pull it out in the same turn.

Combination(Whip/Whatever, Ready, Ready) to be able to use a long whip each turn.

First off, would this even make sense? Secondly, if the first is a yes, a lot of the ready maneuvers I would like to do in a single turn have no dice roll, so it feels like you almost have to pay the full price of the technique at once, kind of all or nothing. Is there a workaround that would seem fair that would allow a player to invest a point at a time?

In regards to number two, I think, taking the whip example, it'd be better to represent the combination technique as an advantage that would cost the same amount of points as the completely paid for version of the technique, and then put a cosmic +50% modifier (any hit location).

Does this sound like a mockery of the raw? Does it sound workable?
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