BitBasher's Melee Combat System, Insert snappy text here. |
BitBasher's Melee Combat System, Insert snappy text here. |
Feb 5 2005, 12:12 AM
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#26
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
That was my point. If you get more successes, then you get to call the shots. Not sure how this violates declaring actions, since you can be knocked down, the positioning is probably the only real violation, but it requires the opponent to stay in "melee range" so even then it's not so severe. Bottom line for me is, I don't like the idea of skilling up, so spending successes on actions makes much more sense. |
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Feb 5 2005, 12:18 AM
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#27
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
So then you want everyone to have access to every technique from the start?
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Feb 5 2005, 12:24 AM
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#28
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Moving Target Group: Members Posts: 276 Joined: 29-September 02 Member No.: 3,348 |
Actually, most sword based martial arts, whether fencing or Kenjutsu, teach no or minimal unarmed combat techniques, with some early forms of Italian fencing being an exception. Western quarterstaff fighting and most variants of Bojutsu/Jojutsu teach no unarmed techniques. The various types of Western polearm based training as well Naginatajutsu/Sojutsu also did not include an unarmed component. Arnis/Kali/Escrima is weapons based, though advanced students often learned unarmed techniques. Kobujutsu is also weapons based, though somtimes unarmed techniques are taught as well. |
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Feb 5 2005, 01:23 AM
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#29
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
It's already bheen corrected if you read my posts above ;) |
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Feb 5 2005, 03:11 AM
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#30
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
however, even a little bit of unarmed martial training can go a LONG ways towards your weapons-based combat. you may already know some defense manuevers that may put your body into a better posistion to strike back, and, as any weapon will be an extension of the human form, evasion and parrying techniques can be similar, and or adapted. |
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Feb 5 2005, 04:47 AM
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#31
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Moving Target Group: Members Posts: 276 Joined: 29-September 02 Member No.: 3,348 |
Cool. It looks better than the CC rules, but I'm not sure I'll use it. |
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Feb 5 2005, 05:28 PM
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#32
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
I think that from a gameplay/game balance perspective, it's just fine. In terms of realism, it's not totally realistic, but the way things are set up makes sense in that these rules are supposed to function in a way that resembles the way that the CC rules work. For example, setting "combo" apart as a separate skill provides rewards in terms of gameplay and advancement but setting it apart also dosen't necessarily make a lot of sense. In terms of unarmed combat it's pretty basic to use a combination of some kind whenever you attack; poke and retreat is decidedly something that only a beginner would do and is decidedly ineffective. Or, like, Avoidance, while it makes sense from a game play perspective, dosen't really have a strong real-world equivalent, I don't think. One way to look at it would be as some kind of wing chun trapping game, but that's actually sort of limited in realistic application. For example, I have never, ever, ever seen wing chun trapping work on a boxer. Another way to look at it might be going for a clench or a throw thus jamming an opponent who has longer limbs. But in that case the act of jamming usually occurs simultaneously with an attack. Just like you don't poke and retreat IRL unless you want to get your clock cleaned, if you went and glomped on someone at close range usually you'd want to simultaneously try to throw or elbow them, rather than going about getting close first and then going about how you're actually going to attack as an entirely new thing. I guess what I'm trying to say is that the implied thought/action behind the move is a little bit artificial from a RL perspective, although it works fine for gameplay reasons. |
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Feb 8 2005, 05:28 PM
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#33
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
Yes. As I mentioned, you can *try* to do anything, your skill is what determines how well and often to can repeat it. From my personal experience when I studied martial arts, many of the techniques we learned as beginners where the same ones the Black Belts learned as well. The difference was the degree of timing and detail they could put into the same motion vs. what we could as beginners. Setting someone up for a throw, parries/blocks, positioning, etc. isn't too hard with enough practice and guidance even as a beginner, but effectively making that motion and reaction second-nature requires alot of skill and training. Without taking combat pool into consideration (TN=4), it would take a Skill=3 to effectively do the Throw Technique (assuming 3 successes), a Skill=6 could probably repeat it often. It's going to be harder against someone of equal skill and pool dice, but would still take a minimum of 3 successes to take your opponent down. |
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