03-15-2024, 01:31 PM | #31 | |
Join Date: Sep 2018
Location: North Texas
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Re: Unarmed Combat Again
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Although, I suppose that may a GM discretion thing since, unlike FENCER, the text does not explicitly say your adjDX may not drop below the prerequisite stat values.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 03-15-2024 at 01:46 PM. |
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03-16-2024, 08:44 AM | #33 | |
Join Date: Sep 2018
Location: North Texas
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Re: Unarmed Combat Again
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If I were to it put into a RAW-friendly form, it would probably look like... IQ 12 - UNFETTERED DEFENSE (2) When unarmored and unencumbered, the character is harder to hit. Attacks from the figure's front hexes have a -2 DX penalty applied and thrown or missile weapon attacks (as long as the target is aware of them) are at -4 DX to hit. Note: I probably wouldn't let this stack with UC's Evade ability as I would prefer to separate out that aspect of UNARMED COMBAT.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 03-16-2024 at 09:05 AM. |
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03-17-2024, 12:44 PM | #34 | |
Join Date: Jun 2008
Location: Boston area
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Re: Unarmed Combat Again
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Because if they're out of balance, the whole game will go out of whack. These are easily the two commonest talents in the game. (They are slightly behind Staff V, if we're counting spells.) |
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03-18-2024, 06:14 AM | #35 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Unarmed Combat Again
Using throws and grapples in plate was certainly a thing, as was hurting lightly armoured people by bashing them with armour-covered bits of your body.
Not sure what samurai armour counts as in TFT. Probably only leather. So only slightly past the limit. |
03-20-2024, 07:56 AM | #36 | |
Join Date: Jul 2018
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Re: Unarmed Combat Again
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That said, they still affect the game. There is a difference between Fencing and Expertise with other weapons. Not a big difference but it is still there making 9/12/11 with fencing way more common than the same build with Axe/Mace expertise. If there were an even bigger difference at Mastery level that heavily favored Axe/Mace. Do you think it would change our choice of starting characters? Making 9/12/11 Axe/Mace Expertise the favorite? I would sure say so. Players often hope and plan for a long campaign and dream about 40-point characters with lots of extra talents, even if they know that most characters will never make it there. So even if Staff V is reached by few. If it were an even more powerful spell, people would create special builds aimed to get it and then beeline for it. So even that spell could skew the game at 32-point level. |
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03-20-2024, 08:52 PM | #37 |
Join Date: Jun 2008
Location: Boston area
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Re: Unarmed Combat Again
It's certainly the case that some spells already do skew character creation. Fire, Illusion and Staff are very common for PCs and it's common as well for players to aim for Staff III quickly if they don't start with it.
And you're right that Ax/Mace expertise isn't as tempting as Fencing, since folks like the free two-weapons, though that's a bit short-sighted. The two-weapons is limited, I think, to two rapiers, rapier/main gauche or saber/main gauche. And in general, you're not getting better than the 2d-2 damage of a saber, whereas Ax/Mace (or Sword) expertise gets you to real damage with some ST investment. |
04-15-2024, 07:22 AM | #38 | |||
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Unarmed Combat Again
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Last edited by David Bofinger; 04-15-2024 at 07:24 AM. Reason: characters mistranslated by copy and paste from richer document. |
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04-16-2024, 06:46 AM | #39 | |
Join Date: Dec 2021
Location: Indiana
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Re: Unarmed Combat Again
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Fencing is attractive for a beginning character per the reasons stated. There is also IQ points left to pick up more diverse talents. Via the sacrifice of sinking initial IQ into Weapon/Weapon Expertise and Two Weapons talent (Usually 8 IQ points), you effective start with a fencer if you start with Sword talent but as his ST increases he can wield larger swords than sabers. Fencing also requires that AdjDX be a minimum of 12. Weapons expertise requires DX of 12 and is not linked to AdjDX. So, unlike Fencing, if your armor drops you below DX 12, you still can use these talents. This also applies to the equivalent Axe/Mace, and some unusual weapons. I have a player with a tank PC that went the Axe/Expertise route. It's worked out well for him. He has limited himself to one hand weapons because he also has shield expertise. So, his damage is a bit limited but he gets to stack the evasive/defensive benefits of weapons and shield expertise. It's a trade off. Last edited by Bill_in_IN; 04-16-2024 at 06:53 AM. |
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