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#1 |
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Join Date: Aug 2018
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A couple examples would be:
1) a character who uses this in the Bleach manga/anime (the user controls ice and lengthens/shortens their ice blade on the fly, either to repair sword or give different tactics)To get this kind of ice sword or Trakata effect I figure there's a couple related ideas: A) Fast-Draw (I think "Force Swords" actually use this TWICE: once to quickly remove the handle from your belt, second to actually ignite the button?)It seems like it would be different though since we're talking about 1-handed swords where your hand position on handle does not change: instead you use either a button or a mystical ability to change the length. That might be quicker or slower than changing hand grip on a long handle (as katana allows) depending on how responsive the button/ability: I believe you can do this with whips by uncoiling but it's slow. Even when you do it quickly as free actions you're physically doing a thing people can observe and react to, so "just a button push" or "magically will my sword to change" even if you knew about it (not a TOTAL surprise) would be hard to perceive... Would that be like "Low Signature" somehow? Except your Innate Attack (Melee Attack) would not be hard to perceive 100% of the time, instead it's just temporarily hard to perceive only while engaging in length changes. That's the part I'd struggle with: what kind of discount would you apply to Low Signature enhancement when it comes with that kind of requirement? Not necessarily "takes extra time" since people could do rapid length-changes, but a length-change is still a mechanical thing and you're limited to 1 free action per turn so you would be limited to your new Reach for the remainder of your maneuver in exchange for getting the Low Sig penefit to penalize their defenses. Another approach to Low Signature might be "Obscure" w/ limitations that it not only applies just applies when using your weapon, but when using it in this particular way. A related idea to that might be someone who can draw a sword, slash a foe, then scabbard their sword so quickly that others might not even notice a weapon was used. Deceptive Attack could be related but this might be something utilizing something other than DX penalties. |
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#2 |
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Join Date: Sep 2018
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There are very few situations where it's not advantageous for you to have a longer blade. Ultimately the sword arms-race was getting the longest blade possible without exceeding your ability to control it. So if you had a sword who's blade extended a foot when you lunged it would be a pretty great advantage in a fight. Just think of how often you've allowed yourself an all-out attack because you were confident the only enemy in reach would be dead. And now someone has a blade just long enough to step and attack you.
The other benefit, and this is pretty extreme and marginal is if you could shrink your blade to fight in close with someone. Marginal because if you're a sword fighter with someone humping your leg you've already left any place you can be successful. And extreme because landing a blow with a tiny sword does much less for you than managing to disengage and take a full-weight swing of a regular sword. You'd have to basically train in a technique of recklessly charging into a fighter's personal space and shrinking your blade for a quick iffy shiv before expanding the sword to defend yourself. |
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#3 |
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Join Date: Jun 2013
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A weapon that suddenly extends when you strike with it - or with which you can pull off something like Trakata* - is grounds for causing a defense penalty for the defender. Doing this in combat is typically going to be a bit tricky, so I'd suggest it's appropriate to simply use this as justification for a Technique (designed using the system in Martial Arts) that gives a hefty penalty to various defenses (an extending weapon can easily penalize all defenses, by letting you attack from further away than anticipated, although perhaps Dodge would be the most affected; meanwhile, Trakata won't help much against Block or Dodge, so make it Parry only). Reliance on using a specific weapon design, reliance on spacing (need to strike at Reach 2, say, so that you can surprise your foe with your Reach 1 weapon suddenly extending), and the foe being less likely to fall for the trick in the future could all count as drawbacks, making the Technique less expensive to learn. Alternatively, the GM could just give something more akin to a percent discount - in my Limit Breakers thread, I had a Hard Technique, Shadow Strike, that the Limit Breakers could learn for use with their Breaker Weapons, but only in the instantly-summonable Shadow Form (which is pretty weak - halved injury, and the injury both heals extremely quickly and is highly unlikely to kill). It was akin to Trakata, and I opted to have it be -4 to hit for -4 to the target's defense; this works out to half price, on account of it only being usable with a single ability in its weakened form. It's the same difficulty for characters who can fully summon their weapons instantly as well, but that's because I markedly overcharged for that particular Enhancement (it costs [5], but should probably only cost [1]).
*Trakata is a lightsaber technique (originally fanmade, then was made canon, and now I think is in limbo on if it's canon or Legends material), but any weapon that can change size could pull it off. In the original version, you turn off your lightsaber just as the foe attempts to Parry, then turn it back on as soon as you go past his guard - this essentially lets you strike through the foe's weapon as though it weren't even there. A shape-changing weapon could instead go from greatsword to dagger and back to greatsword to get around the target's defense.
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GURPS Overhaul |
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#4 | ||||
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Join Date: Aug 2018
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But then suddenly they just shorten their sword AS YOU ATTACK (no penalty to parry you) or shorten their sword AS THEY ATTACK. I guess the latter is already possible w/ grip mastery but should still be more obvious in some way. The former seems like some kind of "power dodge" (using 'free action' ability on opponent's turn instead of yours) so maybe you could borrow borrow dodge rules from Powers, but you'd need to declare you're doing the Reach-adjust before you actually roll the parry: you can't roll and fail the parry by taking reach penalties and THEN decide to shorten it to win retroactively. In fact: you should probably have to declare it after the attack is declared but before it is rolled: you're reacting to the attack, not knowing the attack hits. Waiting until the hit is rolled is a pure power dodge (can't do any other defense) while doing it prior to the hit avoids that problem of "can't do two defenses". Quote:
Aside from that though, there should probably just be some inherent confusion aspect: there's no penalty to defend against a -4 wrap shot from a reach 1 weapon used in Close Combat like there would be a -2 to defend against a deceptive attack (even if you define it as using a wrap shot) but I think if you're EXPECTING clumsy wrap shots and suddenly you're getting efficient thrusts from a shorter weapon, that's going to throw someone off somehow. Basically the more attack options someone has, the harder it should be to predict them. That's why you get +1 to defend against a Combination someone's used against you twice, or from a Style you're familiar with. Quote:
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It seems like it should give added feinting options (maybe as a bonus to the technique?) since you could make "I can totally parry this, I'm confident I'm parrying this" attacks, but rather than jerking the attack back or redirecting it, you're continuing your momentum and just changing the implement Reach. |
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#5 |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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If it is a magical piece of equipment I'd just write up the attacks of the weapon at full-range and short-range, similar to how many other weapons have varying reaches for different attacks (swing vs thrust usually). In addition to that I'd give a +1 or +2 bonus to the first feint against an enemy who has not seen that feature of your weapon, if it is appropriate in the setting.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#6 | |||
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Join Date: Jun 2013
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Do note this involves stretching and bending the existing rules in a manner not unlike making a pretzel, so is very much not RAW, but probably isn't broken. Quote:
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GURPS Overhaul |
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#7 | |||||||
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Join Date: Aug 2018
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There's definietly a surprise advantage for first time use, but even if you know the capability there should be benefits to having that quick-transition option in combat. You can potentially perceive "he's held up his sword to parry mine, I can deactivate my Force Sword and then re-activate it BEHIND his blade and hit him" maybe as some kind of enhanced Deceptive Attack or Feint, or as a means of escaping Armed Grappling vs Weapons. Quote:
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Kicks are a risky plan in case you fall down though, and I don't know if a lot of sword fighters necessarily train kicks. I guess due to Brawling aiding Headbutts and Pummeling, sword fighters who train in these useful CC scrap skills also are always expert kickers/biters... and brawl kicks don't even take encumbrance penalties like karate ones! It kinda strains belief (can be hard to keep balance on kicks) so I'm wondering if there's ways we could tweak brawling to encourage fewer "I casually high-kick my foe in the chest" situations for platemail warriors, and if they do kick, make it more realistic stuff like stamp kicks (-3) to the lower body (+1) like the foot (-4) or leg (-2) which is somehow harder to do than a thrust kick to the chest (-2) IMO it'd be easier to stamp-kick someone's shin than their thigh (can matter w/ partial limb armor) due to height, so one idea is to make kicks an ascending -1 per "ascending hit locations" type thing: -0 for foot (it's hard enough), -1 shin, -2 knee, -3 thigh (highest possible target for Stamp Kick). You could keep going for normal kicks' full options (-4 groin/pelvis -5 chest/shoulder -6 neck -7 face -8 skull) making high kicks prohibitively hard unless the foe has lowered their posture or is a lower SM. Knees could be easier (subtract 2 from all penalties: you're -0 to knee your opponent in the knee, but also apply a -1 as usual to knee the shin and a -2 to knee the foot of a standing foe. Exceptions could be made when foes lift feet off ground (temporarily higher: harder to target) and difficulty of targeting the elbow/forearm/hand would depend on what foe is doing: if hands are at side you don't need to kick as high as if they're holding a magic wand overhead. Quote:
In fact: you can ALWAYS act on an opponent's turn w/ a Power Dodge with a "free action" ability, the roll just determines if your reaction takes effect before or after his attack. IE if I'm turning Insubstantial w/ Requires IQ roll: if I fail my power dodge, I would suffer shock on my IQ roll but still attempt going insubstantial. if I succeeded: I make my IQ roll w/o any shock penalties and have higher chance of going insubstantial and avoiding the attack Quote:
That seems to be how Vision rolls in combat are treated, the +10 for plain sight is assumed to get you to 15 so you don't bother with them. I guess technically people with Per under 5 should be doing them though, or a wider group if fighting in the dark, like to see where people are moving, if someone is approaching your ally to backstab them, etc. To make vision even more handwaive you might allow "Telegraphic Glimpse" where you're an extra +4 to the +10 (so even Per 1 guys don't need to roll in perfect lighting) but you're obviously gawking so people are +2 to defend against your vision (ie dodge your gaze, if they're watching where you're looking) and maybe something similar for aiming. Quote:
For repeating the same defense (ie "I'm rolling ten dodges against this punch I don't know that's gonna hit me") maybe you not only can't know if the attack is going to hit: but also you don't know if your early defenses will work or not? You'd be committed to doing ALL of them regardless of whether the first one succeeds and invalidates the need for the later ones. This seems like a self-policing thing if you're using the cumulative -1 for dodges (and even if you aren't) because in exchange for better defenses you're heightening chances that you'll crit fail and fall down. It'd be especially bad if Last Gasp charges of 1 AP per dodge also applied. Quote:
Something like "at free action at start of turn, choose if you're moving acrobatically in general" Maybe benefit there is it could apply to ALL dodges instead of just one? |
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#8 | ||
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Join Date: Jun 2013
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That's a pretty significant departure from RAW. It might be somewhat self-policing, but honestly I'd expect - in a one-on-one fight - for it to take even longer for someone to land a hit, because everyone will declare taking two Parries (one with each hand) followed by a Dodge or two, and that's pretty hard to get past. Also, it has zero bearing on reality. If you want to give a bonus to predeclaring your defense, that's fine, but I'd argue for it to be more like a +1 to defense than the sort of mess you're proposing.
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GURPS Overhaul |
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#9 | |
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Join Date: Aug 2018
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You could offset that with the +2 for All-Out Defense:Determined Parry which is what we could view AOD Double Parry as being. This might be cumulative (as with Two Handed Combinations) like -8 to skill for 3 attacks with different hands (-4 to all three parries) or -12 for four hands (-6 to four parries). It's a little bit more flexible for the "lots of arms" guys than just "cross parry" which assumes the best you can do is add an extra hand for +1 and that they need to be smushed together and suffer same roll / same result. |
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| Tags |
| deceptive attack, fast-draw, grip mastery, low signature, obscure |
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