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Old 06-05-2013, 02:42 PM   #1
gilbertocarlos
 
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Default Move & Attack while Fast-Drawing

Suppose an skirmisher is doing a move and attack maneuver to fast-draw a knife and throw it.
If he succeeds the draw, he would draw and throw.
However, if he fails the draw he would spend the turn drawing the knife, but he can't do that, since a ready maneuver only allows you to step.

What happens?
A) He moves and draw?
B) He draw but doesn't move?
C) He moves but doesn't draw?
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Old 06-05-2013, 02:46 PM   #2
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Default Re: Move & Attack while Fast-Drawing

It matters when he draws the knife?

If it is before the movement the "spend you turn drawing" kicks in.
If it is after moving "spend your next turn drawing" kicks in. Just the same as if he threw a knife then tried to fast draw another.
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Old 06-06-2013, 10:40 AM   #3
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Default Re: Move & Attack while Fast-Drawing

Fast-Draw failures end your current action and make your next maneuver a Ready. If you Fast-Draw at the start of your turn, then failure means you must use that turn for Ready. If you Fast-Draw later in your turn, after selecting a maneuver, failure ends your turn then and there, and forces you to take a Ready next turn.
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Old 06-20-2013, 05:49 AM   #4
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Default Re: Move & Attack while Fast-Drawing

It ends in a strange situation. In this move and attack scenario, I imagine he would run, fast-draw while running and attack.

If we consider that he draws first and then run (or makes a step and stops to draw. Like starting the attack in slow motion), it is quite simple, he will run and attack only next turn, but if he is already running and fail... He would run this turn, draw in the next and attack in the third turn!

What is seeming odd to me is that a failed row will add two turns in this case (ok, it will not have the penalties of move and attack, but still).

I imagine now if there could be a run and draw maneuver or a draw and attack maneuver (with the same penalties of move and attack) to cover this situation.

Or, he simply will try to fast-draw twice for the same attack (which also seems odd, but might work).
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Old 06-20-2013, 06:32 AM   #5
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Default Re: Move & Attack while Fast-Drawing

New Manoeuvres
{I'm never certain but I blame Kromm for at least the majority of the following:D}
But I don't think it resolves your conundrum
All-Out Concentrate: +1 to IQ checks/ skills. Move: full; Defence: None.
All-Out Move: for +4 to any DX based roll to keep your footing. Defence: None; Move: Full.
All-Out Change-Posture: +4 to DX if you need to roll to change posture, eg Acrobatic Stand. Defence: None; Move: Full.
All-Out Ready: for +4 DX or +2 ST while readying at a run. Defence: None; Move: Full.
All-Out Evaluate: is a feat of Per and each second of Evaluate without any defences gives +2 to hit, to a maximum of +6. Probably followed by an All-Out Attack at +4, for +10. Defence: None; Move: Full.
Determined Change Posture: +2 DX. No Dodge, no Retreat.
Determined Ready: +2 to DX roll. Move Step or 2 Steps for -2 DX; Defence: not the weapon readied, no Retreat.
Move and Ready: for fighters who don't know Fast-Draw, that allows full Move but denies you the ability to defend with what you're readying and calls for a DX-2 roll to get the weapon out without tossing it.
Step and Wait: for cautious advances, eg slicing-the-pie, so you can choose to act if a target presents after you step around the corner.
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Old 06-20-2013, 08:28 AM   #6
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Default Re: Move & Attack while Fast-Drawing

Quote:
Originally Posted by jacobmuller View Post
All-Out Ready: for +4 DX or +2 ST while readying at a run. Defence: None; Move: Full.
(...)
Determined Ready: +2 to DX roll. Move Step or 2 Steps for -2 DX; Defence: not the weapon readied, no Retreat.
I may be missing something here in these two (Maybe because I am worried with my wife with a broken foot). I really didn't get what this +DX or +ST is for. It is to make a fast-draw without the fast draw skill and attack with a bonus at the same time?
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Old 06-20-2013, 08:44 AM   #7
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Default Re: Move & Attack while Fast-Drawing

Quote:
Originally Posted by BaHalus View Post
I may be missing something here in these two (Maybe because I am worried with my wife with a broken foot). I really didn't get what this +DX or +ST is for. It is to make a fast-draw without the fast draw skill and attack with a bonus at the same time?
They clearly don't include an attack, but I dunno what the bonus is supposed to do.
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Old 06-20-2013, 08:53 AM   #8
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Default Re: Move & Attack while Fast-Drawing

Also, according to an optional (but realistic) rule in Martial Arts, anything you do during a Move and Attack (other than Moving and Attacking) suffers a -2 penalty for doing many things at once.

So not only will your turn end prematurely if you fail your Fast-Draw roll, you also suffer an extra -2 penalty to the roll, thus making it more likely to fail.

Definitely something only done by the highly skilled and confident (or just over-confident) heroes.
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Old 06-20-2013, 01:29 PM   #9
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Default Re: Move & Attack while Fast-Drawing

Quote:
Originally Posted by BaHalus View Post
I may be missing something here in these two (Maybe because I am worried with my wife with a broken foot). I really didn't get what this +DX or +ST is for. It is to make a fast-draw without the fast draw skill and attack with a bonus at the same time?
DX bonus - Ready whilst moving requires a DX check...
As for the +2 ST, I've no idea:D - perhaps allowing you to ready a two-handed weapon one-handed?
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Old 06-21-2013, 08:15 AM   #10
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Default Re: Move & Attack while Fast-Drawing

Quote:
Originally Posted by jacobmuller View Post
All-Out Concentrate: +1 to IQ checks/ skills. Move: full; Defence: None.
The others are good, but this one doesn't seem realistic to me. How can you fully concentrate while at a dead run?

I could buy in to a Move and Concentrate, but it would have penalties.
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