06-28-2011, 08:03 PM | #41 |
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
Well, thanks for the ideas. The Sensitivity skill in particular may help--I had forgotten about that one.
I came up with a couple of alternative builds for what I want--which may not be perfect yet--below, but they end up being too expensive (not that this is necessarily unjustified). Alternative Build 1 Affliction (10/lvl) Disadvantage, Sessile (+50%)Using Mult Modifiers: [9/level]. Or if using alternative costs for Affliction (where successive levels don't cost as much as the first level--I use 3/level base) you get [9 + 3/additional level]. + Compartmentalized Mind (Limited, One Ability, -30%; No Mental Separation, -20%; Mentalism, Limited (No AoD or Move), -5%; ) [23] Or: Alternative Build 2 Binding (2/lvl)15 levels to equal ST 13, +2 for Wrestling@ DX+2??? 2.2/lvl * 15 = [33pts] + Extra Attack (Binding Only, -20%) [20pts] Option 1 is about twice as expensive as the original build, and Option 2 is more than triple the original. I don't think I can squeeze the points out, so I may have to give it up. Haven't had time to think these through completely, and the implications of these builds, so additional feedback is still welcome. There may be glaring mistakes here. |
06-29-2011, 12:18 AM | #42 |
Join Date: Mar 2011
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
Affliction/binding attacks are the way to go IMO. You could also use imbuements if you have the book, I think a couple of them cause afflictions.
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06-29-2011, 05:41 AM | #43 |
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Join Date: Apr 2008
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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06-29-2011, 05:45 AM | #44 |
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Join Date: Apr 2008
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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06-29-2011, 05:51 AM | #45 | |
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Join Date: Apr 2008
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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06-29-2011, 06:05 AM | #46 |
Join Date: Dec 2009
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
I wouldn't have said it was particularly game-breaking. Might be tempted to make it cinematic, or set a Step of 2+ as a requirement. And, of course, if it's a Style Perk, it's dependent on having enough points in the appropriate style, and takes up a slot that could be taken by another Style Perk.
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06-29-2011, 06:11 AM | #47 | |
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Join Date: Apr 2008
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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06-29-2011, 08:41 PM | #48 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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Also, by RAW, this disadvantage should last for "one minute per point by which the victim fails his ... roll" [p. B36]. Buying this down to last only one second (or a few, if you want the keep your opponent from stepping away even after you fail to touch/hit a time or two) should reduce the cost significantly. For the life of me, I could not find a RAW limitation for reducing the time of an ability. There surely is one. My guess would be it's something like -20% for every halving of the time. Also, I don't think you need to "+ Compartmentalized Mind...". Aura + Melee Attack means the effects will take place whenever you touch/hit somebody whether you want it to or not; it's not something you have to concentrate on doing. To keep this from affecting friendlies accidentally, I'd allow Selective Area for +20% (or even less), even though by RAW it's not for Auras. I'm not sure how to make this work for when you touch/hit with a close combat weapon. I would expect this to cost an extra +10%. I notice your most recent builds reflect the fighter not letting his opponent move. This is significantly different than a fighter that maintains close combat distance with his opponent by sticking close by them. Make sure you're modeling what you really want.
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Last edited by Captain Joy; 06-29-2011 at 08:50 PM. Reason: added last paragraph |
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06-29-2011, 08:48 PM | #49 | |
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Join Date: Aug 2004
Location: Ventura CA
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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Which is why I suggested it would be better built as a cinematic technique of the appropriate combat skills. Really though I think it's even better to just use a Step of 2+, Committed Attack, All-Out-Attack, Move and Attack or Extra Effort:Giant Step or Heroic Charge and split the movement. Last edited by sir_pudding; 06-29-2011 at 08:54 PM. |
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06-29-2011, 08:53 PM | #50 |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
How about buying some Extra Move--enough to allow for a 2+ Step--with some limitations that it's only useful in close combat situations? Then it's the fighter that's keeping the distance close, not some mystical ill-defined force that prevents foes from moving the way they should.
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Tags |
combat rules, tactical combat |
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