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Old 02-01-2018, 12:30 PM   #23
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Parry and Close combat

There are no guarantees, but generally:
  • If you hit a foe hard enough to cause knockback, that foe will need extra movement to get to you. If they have insufficient movement left for that (they took a maneuver that allows only a step and thus cannot step again, or they could just barely get to you and now they're a hex or two short), too bad for them.

  • If you cause knockback, that foe might also fail a DX roll, fall down, and only be able to crawl toward you, with big penalties to attack if an attack is even possible.

  • If you hit a foe for injury, shock will give from -1 to -4 to their attack even if they do reach you, unless they have High Pain Threshold.

  • If you injure a foe badly enough to cause knockdown, they'll be stunned and unable to do anything else this turn, and at best suffering as per knockback next turn.

  • If you aimed at the foe's leg or foot and crippled it, they'll be suffering as per knockback as a minimum, and you might cause shock, stun, etc. as well.

  • If you injure a foe badly enough to cause unconsciousness or death . . . well, problem solved.
Obviously, a blow so anemic that it can't shove your foe away or cause significant harm won't accomplish any of this. The weak user of a mediocre long weapon vs. a strong, well-protected foe is going to get steamrollered regardless, unless they can use their Wait to stab their attacker in the eye or something equally dramatic.
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charging foes, close combat, knockback, kromm explanation


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