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Post by Talos Canaris on Nov 24, 2014 7:44:04 GMT
Hello everyone and happy first day! As the forum says this is a rules discussion topic, I had come across a bit of a interesting topic while fighting with someone in the OOC practice yard ( which we still need to finish before we get to our own tasks within the first day ) and I wanted to see what everyone else thought on the matter and get your opinions and views on it! Let us get to the topic at hand, what are your thoughts on weapon and shield bulk and it applying to benefits? There are two benefits in question that come to mind when asking this question and I wanted discuss them a little. The two are Acrobatic Defense and Water Dancer III, now looking at the two by their descriptions besides the obvious which is bulky armor negates them they have a thing in common which is they both seem to have agile qualities to them. Acrobatic Defense seems to be your are agilely dodging, twisting, turning, and flipping to dodge your opponents incoming attacks. Water Dancer III you seem to be doing some of the same but you are using your quick and agile movements with the finesse of your blade and swordsmanship skills to dodge and sort parry attacks. Now upon describing the two a little more to give a bit of picture of what they are like, now I will give my opinion on the matter for others to see. Now I will start with Water Dancer III since its a bit of a special case since it only deals with part of the matter since you need to be using a fencing weapon to get said bonus. As stated above for fencing you are relying on the agile swiftness and finesse of your swordsmanship to help protect you but it states only that a bulky armor could not be used which is understandable but doesn't say anything about a bulky shield in this case. Now I could understand someone fencing with the smaller shields like a buckler or a small shield though for the bulky shields like the large shield and the tower shield.. despite not being listed at what negates said benefits it wouldn't make to much sense for someone who is using his quickness and finesse to be using a large or tower shield since not only would it slow them down but it would also get in the way of their sword movements. I have similar views on the matter with Acrobatic defense too, it also states that only armor negates the bonuses but says nothing on the matter of a bulky shield or weapon as well which from I understand of Acrobatic defense uses swift and agile movements as well to dodge attacks which wouldn't really be possible to do with a large shield or large weapon slowing you down as well and limiting your movements do to their weight and size. Those are my opinions on the matter and I would like to see your own opinions as well and see what everyone thinks and the different views people have on the matter and possibly even arguing of views or points that I or others may not know of!
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Post by Ayleth Bartheld on Nov 24, 2014 8:05:04 GMT
Well, it does make sense thematically. But on the other hand, if we start nibbling at things, where are we supposed to end nibbling at things?
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Post by Talos Canaris on Nov 24, 2014 8:13:22 GMT
Well I believe that is probably why the rules discussion thread was created, that way the community as a whole could discuss and decide on topics and rulings instead of people just pointing out things that are wrong and automatically changing so in a sense I believe that is where the nibbling is regulated or policed in the matter.
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Post by Ayleth Bartheld on Nov 24, 2014 8:43:16 GMT
One thing is to point out if a player has misinterpreted the rules, another is changing them.
Here we have a case where the rules says so and so, illogical as it may be, so the automatic course of action is to follow along.
Now, there's a very, very, long list of things in this system that ought to be tweaked IMO, so where does one start and where does it end? And we won't ever be satisfied if we go down that road. Personally, I believe in narrator-prodded self-control. There are things in this system that allows for combinations that will unbalance the game, there are things in this system that makes little sense, it is better to restrict ourselves so we can have fun rather than to tweak or ban all those things.
Isolated, yes, I think those two benefits ought to have a line added about shields, I am not so sure about weapons though, I can see a polearm as being something that fits thematically with acrobatic defense.
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Post by Damon Nettles on Nov 24, 2014 18:45:47 GMT
Since I'm the guilty party, I think I should weigh in on the matter. Unsurprisingly, I don't see the need to add further restrictions to Acrobatic Defense and Water Dancer III. Shocking, I know! There are number of reasons for this: 1. Unless you pick up Armor Mastery, you're restricted to padded armor (AR 1) when using either of these benefits. That means you really are a glass cannon - any hit from any moderately optimized fighter is going to hurt and may lead to outright defeat in one blow (or death, if facing someone wielding a greatsword for example). 2. The name of the game is thus to avoid getting hit at all, which means pumping Acrobatics with Acrobatic Defense or Fencing with WD III. For a starting character, that means tying up a significant chunk of your bonus dice in one specialization. For Acrobatic Defense this is also a specialization which has no other combat or social value; for WD III boosting Fencing is hardly an opportunity cost, but OTOH you will also need both WD I & II first, so it actually costs you all your benefits as a starting character. 3. Using Acrobatic Defense requires a Lesser Action. As both fights in the practice thread have demonstrated so far, that means you can negate it by simply disengaging from the fight. If the Acrobatic Defender doesn't come after you, we end up in a deadlocked fight, but at least no-one's dying. (I admit this is situational, but the option to disengage will surely come up in many fights). 4. You're allowing yourself to be dazzled by the CD these benefits allow. But compare them to your own build for a second - you have Massive, which allows you to wield the strongest weapons in the game while still using the best all-round shield (large shield for +4 CD). Your own character has CD 13, which is excellent when combined with the fact that you have high Health and good armor (AR 6) to soak any hits (for instance, so far you've taken 45 damage before accounting for armor and only needed to take 1 injury). Meanwhile, any single hit from your sword will immediately put my character below 0 Health, and if you were facing someone built as a more run-of-the-mill combatant, Talos would surely have killed them by now. The only "cost" to you in gaining these advantages is that you had to invest in Endurance 5. 5. Your character is having difficulty hitting mine because you have Fighting 4. If this bothers you, just 2 weeks of gameplay will get you the XP you need to improve to Fighting 5, which will enable you to hit far more often. So don't judge these benefits from a static viewpoint - it's easily possible to develop your character to overcome any deficiencies you have when starting out. (And for the record, the Narrator has indicated that he would prefer it if characters keep their abilities to 5 or less, so you can be sure that Damon won't have a continuously improving CD in play). 6. As Balon said - there are many rules with fluff descriptions that don't fully match the actual game rules. Take the Staggering weapon quality for instance. According to the description, "the force of a Staggering weapon's hit can knock a foe senseless", and yet all it does is prevent said foe from taking a Greater Action on his next turn. That means he can still take a full set of Lesser Actions, such as moving and attacking, on his turn. So the weapon which is supposed to knock you senseless ends up preventing a character from choosing a limited number of actions, none of which are critical to your ability to affect your foe. /Damon
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Post by Talos Canaris on Nov 24, 2014 19:07:29 GMT
My apologies if me creating the post might of sparked any thoughts of unease that it was brought up against you because of our fight, it really wasn't so there is no " guilty party " involved it was just that I had bothered to read it only recently since to be quite honest I was more of studying special area's of the book that related to my character or basic mechanics in general and.. lets face it I didn't look there since besides being fit and agile enough to move around.. Talos won't be the type to use acrobatic defense since I don't think he could pull off such dodges with his weight and muscle Reading through your reasons I can agree with them, I have zero problem with acrobatic defense being what it is and I understand what it is and actually quite enjoy the fact of it since a part of me respects it as in D&D and other campaigns.. I tend to go Dex based so I am usually the one that would pick up said thing especially water dancer since I love making the stereotypical tongue and cheek graceful fencer but I decided to spice it up a bit in this scenario and for once go the brute. I also understand why my character is having difficulty in his duel, I know his flaws ( and boy does he have a few.. XD ) and his strong points and in the beginning I could of had him starting up with the strategy of moving away and attacking though because he was in a duel himself at the time and well.. Talos doesn't focus on anyone but his opponents when he is in a fight really since he was in the heat of the moment. He didn't understand what to do at first and it took him a few hits until it was knocked into him despite me knowing what to do in OOC. Which as I said, I am not attacking the character or you at all when I made this as I understand where you are coming from and why Damon himself would have to do this against Talos cause I know he is definitely not someone to take lightly.. quite frankly I don't believe lightly is in his vocabulary for that matter. xD This was just me reading through the rule and finding a inconsistency as armor, shield, and weapon bulk are the exact same so I questioned why it applied to one and not to the others. As far as staggering goes though.. I can agree that is a bit interesting.. to think it would do more since it says it knocks a foe senseless.. granted it could do /maybe/ a bit more if we used advanced actions as well but as far as vanilla actions yea.. just taking away a greater action really isn't that useful.
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Post by Damon Nettles on Nov 24, 2014 19:27:44 GMT
No worries, I'm not easily offended and I certainly didn't take your post as a personal attack. I understand where the desire to "fix" inconsistencies comes from - I've certainly houseruled many systems in my day - but nowadays I prefer to play systems pretty much as they're written. I find that houseruling tends to become a slippery slope where one eventually ends up rewriting large chunks of the game, so if a given system no longer appeals to me I generally bow out and play something else instead. Oh, and kudos for playing in character during the duel! /Damon
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Post by Ayleth Bartheld on Nov 24, 2014 19:30:43 GMT
About raising Fighting to 5...I think massive and strong greatsword wielder is already pushing it.
Sadly, GR failed to take into account how deadly abilities at 5+ are, it works when everyone is aware where the standard is set and adapt to it, but the characters that wants to be diversified can't take part in a dice rolling competition.
Personally, I found any character with 5 in anything one-sided and boring. Or simply too good to be any fun.
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Post by Roland Hite on Nov 24, 2014 19:30:50 GMT
I'm in the "Don't allow bulk items" (or at the very least shields) for acrobatic defence, as it doesn't suit my sense of verisimilitude and Damon will be almost unhittable even with a smaller shield!
I'm in favour of putting together a short list of house rules to suggest to our noble Narrator, some borrowed from SOuthron Ambitions (I'd suggest the full plate at -4AP to match its flavour text, real life flexibility and to give it a similar AP/AR ratio to breatplates - this shouldn't disadvantage anyone as none of us can afford full plate at the moment? I think...).
As we get more familiar with combat we can add more of the advanced combat rules too.
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Post by Damon Nettles on Nov 24, 2014 19:38:59 GMT
I'm in the "Don't allow bulk items" (or at the very least shields) for acrobatic defence, as it doesn't suit my sense of verisimilitude and Damon will be almost unhittable even with a smaller shield! I'm in favour of putting together a short list of house rules to suggest to our noble Narrator, some borrowed from SOuthron Ambitions (I'd suggest the full plate at -4AP to match its flavour text, real life flexibility and to give it a similar AP/AR ratio to breatplates - this shouldn't disadvantage anyone as none of us can afford full plate at the moment? I think...). As we get more familiar with combat we can add more of the advanced combat rules too. The advanced combat rules will certainly add some variety to the combat, so I'm hoping the narrator will eventually green-light them. While it may suit verisimilitude, I don't think giving full plate a -4 AP is reasonable without adjusting almost all the armor types (and as I said, I'm not a big fan of house rules). AR 10 is actually very strong, and using a shield it's quite easy to build a character that can maintain a decent CD even with full plate. Such a character will rarely take more than one degree's worth of damage, especially if we cap ourselves at Fighting 4 or 5 on average. Also, there are options for (temporarily) removing the AP penalty completely if we start using the advanced rules. /Damon
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Post by Stranger on Nov 24, 2014 19:54:41 GMT
If there's enough players who would like to see some of the advanced combat rules implemented, certainly let me know.
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Post by Talos Canaris on Nov 24, 2014 19:58:28 GMT
I wouldn't be against it at all, it would definitely add a bit more flavor to fights to make them interesting.
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Post by Ayleth Bartheld on Nov 24, 2014 20:02:07 GMT
Rule of the thumb convention of mine is that you ought to get +2AR in return for one AP to make the tradeoff worth it. Everything heavier than splint is a 1 on 1 trade. Full Plate, by RAW, is only useful at the jousting lists, and for looking impressive.
As far as SA goes, about half of the houserules were improvements (some of which I've adapted personally), the other half was at best unnecessary.
As for advanced combat, that's a very mixed bag. Nice things in there, but also horrible horrible things that I like to pretend GR didn't put in print.
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Post by Stranger on Nov 24, 2014 20:12:08 GMT
If a couple of you want to go together a list of a few things and send them to me, I'll compile them and post them up to put to a vote so we can take a look at what we might want and definitely don't want in an organized format before the game takes off too far (particularly before we start doing in-game combat).
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Post by Corrigon Malath on Nov 24, 2014 20:13:23 GMT
As a character with fighting 5, I must point out that I'm doing pretty badly in the practice bouts so far
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