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Old 05-09-2020, 09:36 AM   #6
Plane
 
Join Date: Aug 2018
Default Re: Combat related stuff

Quote:
Originally Posted by FeiLin View Post
1) IIrc, it’s possible to use the default of any technique (save those that “default to defaults”); does that also mean I can create a “temporary” combat technique based on an attack/action, and say modify it by just subtracting 2 (or 1 per die, whichever is worse), as per MA90 (unless said attack/action already includes something similar, of course)?
The closest I know of to a restriction is MA52's "Unique Technique" perk, but that's only required to use "forbidden" techniques.

Reading 89-95 I'm not entirely sure what that means, so hopefully we can figure it out by examples where we see that perk built into the cost of some templates.

For example in Dungeon Fantasy 11 (Power-Ups) there is:
pg 12 Unique Technique (Running Attack)
pg 32 Unique Technique (Double-Draw)
pg 33 UT (QuickShooting)
pg 34 UT (Botte Segrete and Coup de Jarnac)
pg 35 UT (Disappear)

Pg 7 has "A technique that would otherwise be off-limits, alongside
a Unique Technique perk (p 6) that opens the door to it." as an explanation...

But I guess I don't really understand where all the default limits are meant to lie. Unusual Backgrounds (which UT is, perk-level) can be subjective like that.

Quote:
Originally Posted by Maz View Post
1) What do you mean by "temporary"? If you want, you can create new techniques, using all of the rules. "-1 per die" is just one way to modify a technique.
I think by temporary he means on-the-fly without actually investing anything into learning it, like for example if you want to punch some super-large hard-to-miss thing (where the SM bonus makes it easy to hit) you can eat a huge penalty to get a massive damage bonus.

That's probably where GMs need to step in and say "I'm going to cap how much damage you can buy by taking penalties" though at what point they draw a line could vary by GM.
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active defence, combat, fast-draw, techniques

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