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The Riddle of Steel
Running hard to keep my place
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Topic: Running hard to keep my place (Read 832 times)
Mulciber
Member
Posts: 38
Running hard to keep my place
«
on:
November 06, 2003, 09:48:15 PM »
So, if I understand this right, since you move as a natural part of combat, the question is what movement rate you are going (and where are you going).
What if you want to stand your ground (in a chokepoint, or something? Defensive CP penalty, defensive TN gets higher, or kind of Terrain roll (TN=opponent's St + X, maybe?)?
Also, if you're one-handed trying to use a doppelhander, how much of a CP load is that to all maneuvers?
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Salamander
Member
Posts: 450
Re: Running hard to keep my place
«
Reply #1 on:
November 07, 2003, 12:22:34 AM »
Quote from: Mulciber
So, if I understand this right, since you move as a natural part of combat, the question is what movement rate you are going (and where are you going).
The movement rate is often rated as "Hurried" or "Sprinting" if I recal correctly, book is not handy right now. Where you are going is towards, away from and around the opponent. Fighting with a sword actually requires a great deal of movement as you step and cut, counter and step, void, thrust, lunge etc. etc. There are some videos for your perusal at
http://www.swordacademy.com/Videos
where my instructor and the most senior scholars duke it out with padded weapons.
Quote
What if you want to stand your ground (in a chokepoint, or something? Defensive CP penalty, defensive TN gets higher, or kind of Terrain roll (TN=opponent's St + X, maybe?)?
Even if you are standing your ground you are moving, weaving stepping to gain position, keep or seize initiatve and advantage. To just be static is a dangerous thing to do when there are yard long bits of sharp steel whizzing about.
Quote
Also, if you're one-handed trying to use a doppelhander, how much of a CP load is that to all maneuvers?
One handed use of a doppelhander? Well, they can't really be used that way in real life as far as I know. I have a German longsword from these guys
http://www.lutel.cz
it is in Hand and Half Swords, number 15010. It weighs about 3.5 pounds and it is a chore to swing that thing one handed for even a half a minute. It is just swinging, not using because if one were to use it one handed, they would most likely get pasted by the MUCH faster opponent using a better represented weapon. I am thinking that the doppelhander could be picked up and swung, but the guy doing so is gonna die and VERY fast to boot. Soooo. I would say divide his CP by 3... at least... and his reflex with respect to speed of response would be reduced to below that of his enemy. Sorry.
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"Don't fight your opponent's sword, fight your opponent. For as you fight my sword, I shall fight you. My sword shall be nicked, your body shall be peirced through and I shall have a new sword".
Anthony I
Member
Posts: 72
Running hard to keep my place
«
Reply #2 on:
November 07, 2003, 09:19:41 AM »
Quote
Also, if you're one-handed trying to use a doppelhander, how much of a CP load is that to all maneuvers?
I'd say you won't be using a true two-hand sword one handed- well, at least not like a sword. You would probably be able to use is as a rather ungainly spear by gripping it at the ricasso. It would be fairly well balanced by the gaurd itself, so this might not be that bad 1 handed.
Rule wise, can't use it like a sword. Period. You wanna do that, start praying. You want to use it like a spear, just use the pole-arm default -2, and restrict manuvers to those usable by pole-arms. If your down to one arm, you already have plenty of problems anyway.
The best advice is to carry a dagger, for use when your longer weapon is no longer usable, for whatever reason.
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Anthony I
Las Vegas RPG Club Memeber
found at
http://groups.yahoo.com/group/lv_rpg_club/
Caz
Member
Posts: 272
Running hard to keep my place
«
Reply #3 on:
November 07, 2003, 12:15:51 PM »
Heh, I have a 5 lb. greatsword replica about 59" long. It's suprisingly quick in one hand, but like he said, you'd be far outclassed by ANYTHING else really, and at a big CP disadvantage. I'd say using it for thrusting alone, like he said, would be less of a disadvantage, but you're probably still better off picking up something else.
For holding your ground defending a choke point, I'd say definitely use the battle skill, if just fighting it out isn't all you need.
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Mulciber
Member
Posts: 38
Running hard to keep my place
«
Reply #4 on:
November 07, 2003, 01:00:21 PM »
Hey, thanks for your kind responses.
As re: holding ground I'll probably go with either go with a Terrain ruling using Battle as the TN, or double (or triple) Reach penalties. Or both.
To give some context with respect to one-handed use of a (by definition) Two-Hander, let's just say that after a "disarming" maneuver (Zone III, roll 2 [shoulder and arm], level 5=total loss of limb) I had a guy want to keep on going till blood loss put him down, and everyone else was too busy to finish him off. In retrospect, a simple, "Your sword fell shortly after
your arm
did, draw a dagger," was probably the way to go. Anyway, thanks.
Regards,
Will
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Lance D. Allen
Member
Posts: 1962
Running hard to keep my place
«
Reply #5 on:
November 07, 2003, 03:08:29 PM »
One question about your PC who wanted to keep going: Did he have SAs firing? If so, I say, have a nut. Let him do what he wants, with perhaps the suggested modifications from Salamander applied before the SAs. He'd still be at a sizable disadvantage, but it would truly demonstrate exactly how awesome SAs are, and that's never a bad thing.
If, on the other hand, he did not.. The "you dropped your sword. Draw a dagger" suggestion would probably be in line.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Mulciber
Member
Posts: 38
Running hard to keep my place
«
Reply #6 on:
November 08, 2003, 01:43:18 AM »
Quote from: Wolfen
If so, I say, have a nut. Let him do what he wants, with perhaps the suggested modifications from Salamander applied before the SAs. He'd still be at a sizable disadvantage, but it would truly demonstrate exactly how awesome SAs are, and that's never a bad thing.
If, on the other hand, he did not.. The "you dropped your sword. Draw a dagger" suggestion would probably be in line.
The latter I fear. Actually this came out of our playing with combat just to see what's what. So no SAs for anyone. I agree though, anything to highlight: SAs = good, I'd go along with, to ease my players into using them.
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