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#9 | |||||
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Join Date: Aug 2018
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(part 3 of 3, sorry had to split due to char limit)
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Maybe instead of raw per or IQ you could do a weapon/combat roll based on those instead of DX? Success meaning "I realize a retreat would give an extra bonus". Quote:
So I'm thinking that both All-Out Defense: Determined parry (+2 to parry = +4 to skill) and also Committed Attack (+2 to skill) should give bonuses in using your weapon to Obstruct to resist Evade in the Quick Contest You're not supposed to be able to parry at all with a weapon you used for a Committed Attack though. MA100 is more extreme than I remembered, for some reason I thought it was -4 instead of -2 to defend, but it's actually "cannot parry with the hand(s) he used to attack" so I was remembering it wrong. Obstructing Evade is technically different from a parry (even though it uses up a parry) so I could see that being different, possibly. If it were allowed it should probably only work against that singular foe you attacked. TG22's "One Foe" might also have some kind of application here: Besides AOA, Committed Attack is also a situation of "you lose your active defenses" but in a limited sense (you only lose Parry, and only with the attacking arm). It sounds like with AOA you normally could not stop Evade with your DX but One Foe allows it. "Use up a parry to do a non-parrying action to substitute Skill for DX" is basically what we're talking about here... In this case if it were allowed you'd be losing something you have no use for anyway (number of parries per turn with that weapon) so it seems like an exploit... Maybe subbing the Weapon Skill for DX shouldn't cost a parry except when you need to relocate the weapon to a different hex to do so? That would still allow it to be done by people using AOA or Committed, but only if using the weapon to Obstruct the Evade of a foe traveling from the hex you just attacked. You'd still be out of luck trying to Obstruct the Evade of attackers coming in from other hexes. Quote:
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Even w/ enough Reduced Time to change Modular Abilities down to "free action" that's still something you can only swap once per turn (multiple point rearrangemnts per turn might need something like Rapid Fire using Warp as precedent) and only at the start of turn, unless you allow something like 'Power Dodge' to use 'free action' ability during opponent's turn in reaction to them. Quote:
Two-attack combinations seem pretty unattractive to me. You have a huge drawback on that 2nd attack (+3 to defend if 1st is defended against) plus an overall defensive problem (+1 to defend against if you keep using it) and combos are "Hard" techniques, you need TWO character points to buy off that first -1 to hit. Even at the most expensive, improving your overall weapon skills is 4/level so you'd be paying half that and getting all those bonuses to attacker defenses plus limited target selection, it's just not a good deal. In the very least I think combinations ought to be average techniques so it's a fixed 1pt per -1 you buy off. Even then it's hard to think of them as a good deal. |
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| Tags |
| change position, goblin slayer, grappling encumbrance, technical grappling, weight advantage |
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