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#1 |
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Join Date: Sep 2018
Location: North Texas
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The new Fencer talent (IQ 11) provides a limited version of the Two Weapon talent as does the Master Fencer talent (IQ 13) which seems redundant. All the other abilities receive an incremental increase in power except for that one.
What if the Master Fencer gained an extra attack with their primary weapon similar to the one that high DX archers get? Perhaps it could be dependent on having an adjDX of 15 or more.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#2 |
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Join Date: Aug 2004
Location: Pacheco, California
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The Master Fencer can use any two fencing weapons like so...
ST 9 DX 14 IQ 13 2x Very Fine Rapier(1d+4) each(-4 DX on second), -3 DX for melee attackers Master Fencer, Fencer, Sword and 5 other skill points Compare to ST 9 DX 14 IQ 13 2x Very Fine Hatchet(1d+4) each(-4 DX on second), -2 DX for melee attackers Weapon Mastery(Ax), Weapon Expertise(Ax), Two Weapons, Ax/Mace and 3 other skill points Note how the Master Fencer has one more point of evasion and two more skill points.
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-HJC |
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#3 |
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Join Date: Sep 2018
Location: North Texas
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First off, I'm not sure the intent of the limited Two Weapon ability was to allow the fencer to use a 2nd rapier in their off-hand. I would rule the off-hand weapon must be limited to a dagger, main gauche, etc.
So maybe to keep the number of attacks from getting out-of-hand, I could limit the proposed 2nd primary weapon attack to a Master Fencer who chooses to forgo using an off-hand weapon.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#4 | |
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Join Date: Aug 2005
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Quote:
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Helborn |
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#5 |
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Join Date: Sep 2018
Location: North Texas
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I stand corrected. Still not gonna allow two rapiers unless the character pays for the FULL version of Two Weapon talent, though (perhaps at a reduced cost).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#7 |
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Join Date: May 2015
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I actually had a house rule in my original TFT campaign that let fencers with rapiers attack multiple times per turn. I ended up not liking it much because it made them so deadly and didn't have the flavor that I had in mind - really I wanted their fighting to be more interesting so I should have increased their parrying ability. As it was, it made them rapid stabbers and a duel between them was a super stab-fest.
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#8 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#9 |
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Join Date: Aug 2004
Location: Pacheco, California
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Question....
Page 40: "Bonus to defend. All melee attacks against a Fencer who has weapon(s) in hand are at -1 DX. If a Fencer chooses the Defend option, attackers must roll an extra die when attacking." So Fencer choosing Defend imposes 5/DX roll to hit at -1, but stops no damage, right? Page 41: "(c) parry with both weapons, adding an extra die to attempts to hit you and stopping 4 points of damage from any successful attack, but not threatening the enemy." So this is a 4/DX roll at full DX, but any hit does 4 less damage, right?
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-HJC |
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#10 |
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Join Date: May 2015
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That looks like what those lines mean, yes.
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