Viewing 15 posts - 1 through 15 (of 17 total)
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  • #150914
    Anonymous
    Inactive

    Tier II

    Galloping Shot

    You can fire from horseback, mid gallop, without slowing.
    Requirements: Quickness 6, Ranged (Any) +6, Ride +6, Hawkeye (T1)
    Category: Base
    Attack: Avoidance (Qu)
    Speed (Recovery): +2 (1)
    Range: As Weapon (See Effect)
    Effect: Weapon; you may move, preform a ranged attack, and move again, up to the normal pace of your mount. You must be mounted to use this maneuver.
    Weapons: Short Bow, Light Crossbow, Flintlock Pistol, Sling, Javalin, Pilum, any weapon with the “Thrown” Quality.
    Special (Advanced Maneuvers): When this Technique is combined with another to create a new maneuver, it allows you to move (while mounted), perform a maneuver, and move again (while mounted).

    Grab and Stab
    From a defensive stance you spring into an attack, utilizing your free hand to grab your opponent’s weapon as you launch an attack.
    Requirements: Insight 5, Quickness 6, Martial Technique: Wall of Steel, Melee (Unarmed) +6.
    Category: Base (Limited, See below)
    Attack: Avoidance (Qu)
    Speed (Recovery): Push (4)
    Range: Melee (1 target)
    Effect: you may only use this maneuver in response to a missed melee attack by an adjacent foe while benefiting from the Wall of Steel maneuver and have a free hand. If you succeed in your attack, you grasp/entangle your opponent’s weapon with your free hand and deal Weapon with your weapon. You retain your hold on their weapon until you release it or your opponent takes a Push 2 action to pull it free.
    Weapons: Any one handed weapon with the Quick quality, Unarmed (must have 1 free hand, which may have a Gauntlet or Cestus)
    Special (Limited): If you possess the Disarm Foe maneuver you may combine it with this maneuver allowing you to attempt a disarm immediately after grabbing your opponent’s weapon, if successful you take the weapon away and retain hold of it.

    Sweep & Strike
    You set yourself into a spin, tripping with one side of your weapon and slamming down with the other
    Requirements: Two-Weapon Fighting, Melee (Polearm) +6
    Category: Advanced
    Attack: Avoidance (Qu)
    Speed (Recovery): +2 (4)
    Range: Melee
    Effect: Weapon -2; you attempt a trip attack on your target which does not trigger a free strike. If you are successful you gain a +2 bonus on damage against that target as long as that target remains prone.
    Weapons: Polearms

    #259329
    Anonymous
    Inactive

    The grab and stab maneuver seems almost like a Grasp the Blade Wall of Steel advanced maneuver to me. Also, the name doesnt seem representative of the maneuver to me.

    #259332
    Anonymous
    Inactive

    Galloping Shot – Allowed weapons should include short bow. Plenty of horse archers historically. Long bow certainly isn’t reasonable given it’s size, but short bow should be fine.

    With a sweep of his hat,

    Paul

    #259333
    Anonymous
    Inactive

    Galloping Shot – Allowed weapons should include short bow. Plenty of horse archers historically. Long bow certainly isn’t reasonable given it’s size, but short bow should be fine.

    With a sweep of his hat,

    Paul

    I agree. Unless we make a specific Horsebow which uses slightly different techniques or something, I would avoid the Longbow as they are completely impractical for mounted combat.

    #259335
    Anonymous
    Inactive

    granted, there are only about 4 of them in the game, but a Khitani composite longbow would work, also.

    #259339
    Anonymous
    Inactive

    granted, there are only about 4 of them in the game, but a Khitani composite longbow would work, also.

    4 what? bows?!?!

    #259340
    Anonymous
    Inactive

    The grab and stab maneuver seems almost like a Grasp the Blade Wall of Steel advanced maneuver to me. Also, the name doesnt seem representative of the maneuver to me.

    Ok let me describe the maneuver..

    you get into a defensive stance (Wall of Steel) and wait for your opponent to attack, you parry it to the side (where your free hand is) and grasp the blade at the hilt and pull your opponent off balance and stab/slash with your weapon

    its not really like grasp and steel… because you attack 1st with steel.. and the attack only triggers on an opponent’s miss..

    #259341
    Anonymous
    Inactive

    Galloping Shot – Allowed weapons should include short bow. Plenty of horse archers historically. Long bow certainly isn’t reasonable given it’s size, but short bow should be fine.

    With a sweep of his hat,

    Paul

    I agree. Unless we make a specific Horsebow which uses slightly different techniques or something, I would avoid the Longbow as they are completely impractical for mounted combat.

    I may work up a Horsebow for the new book (a small re-curve) if I do.. they will get this maneuver as a weapon trick

    #259489
    Anonymous
    Inactive

    Grab and Stab requires melee unarmed of +6. This implies (but is not explicitly stated) that you will be using that skill with this maneuver.

    Wall of Steel explicitly states that it uses, “Any melee weapon”.

    Therefore, in order to use this technique, are you limited to Gauntlets and Cestus?
    … because the weapons listed are, “Unarmed, Any one handed weapon with the Quick quality” and that doesn’t look right to me. Particularly, “unarmed”.

    Scott

    #259490
    Anonymous
    Inactive

    Spinning Trip: Because this require two-weapon fighting, I’m a bit confused. Are you actually two-weapon fighting while using this technique? (and if so, then you will need to take the attack penalty and I suppose that you’d have to wait 2 ticks between the weapon damage and the trip?)

    If not, (and I’m inclined to believe that you’re not actually TWF, but you just need it as a requirement) then you might want to consider explaining that in some way.

    Scott

    #259496
    Anonymous
    Inactive

    Grab and Stab requires melee unarmed of +6. This implies (but is not explicitly stated) that you will be using that skill with this maneuver.

    Wall of Steel explicitly states that it uses, “Any melee weapon”.

    Therefore, in order to use this technique, are you limited to Gauntlets and Cestus?
    … because the weapons listed are, “Unarmed, Any one handed weapon with the Quick quality” and that doesn’t look right to me. Particularly, “unarmed”.

    The Unarmed is their to represent the skill required to “catch” the targets wrist or the weapons cross guard…

    Unarmed is noted because you can also preform the move unarmed.. you can catch the weapon with one hand and punch with the other.

    #259498
    Anonymous
    Inactive

    Spinning Trip: Because this require two-weapon fighting, I’m a bit confused. Are you actually two-weapon fighting while using this technique? (and if so, then you will need to take the attack penalty and I suppose that you’d have to wait 2 ticks between the weapon damage and the trip?)

    If not, (and I’m inclined to believe that you’re not actually TWF, but you just need it as a requirement) then you might want to consider explaining that in some way.

    Yep.. you are using TWF and using the polearm as a double weapon…. you swipe with one end of the weapon and stab/bash with the other..

    thinking of changing the name to sweep & strike

    #260254
    Anonymous
    Inactive

    In my continuing efforts to procrastinate from other writing duties. . .

    Tier II

    Galloping Shot

    You can fire from horseback, mid gallop, without slowing.
    Requirements: Quickness 6, Ranged (Any) +6, Ride +6, Hawkeye (T1)
    Category: Base
    Attack: Avoidance (Qu)
    Speed (Recovery): +2 (1)
    Range: As Weapon (See Effect)
    Effect: Weapon; you may move, preform a ranged attack, and move again, up to the normal pace of your mount. You must be mounted to use this maneuver.
    Weapons: Short Bow, Light Crossbow, Flintlock Pistol, Sling, Javalin, Pilum, any weapon with the “Thrown” Quality.
    Special (Advanced Maneuvers): When this Technique is combined with another to create a new maneuver, it allows you to move, perform a maneuver, and move again.

    The Special on this talent is a little unclear for me. Does this mean if I have the talent, I can walk 10′ on my own, stab, then move the remaining 15′ if it was combined with something? Is this only meant for mounted combat? If so, it should be noted.

    Also, how does this work for a typical cavalry charge? That maneuver is simpler than shooting an arrow from horseback, so would that be covered under Passing Strike? It is unclear in regards to being mounted? Do we need another talent for Cavalry Charge? If so, it should be the Tier I talent, and THAT one should be modified to allow ranged attacks.

    Grab and Stab
    From a defensive stance you spring into an attack, utilizing your free hand to grab your opponent’s weapon as you launch an attack.
    Requirements: Insight 5, Quickness 6, Martial Technique: Wall of Steel, Melee (Unarmed) +6.
    Category: Base (Limited, See below)
    Attack: Avoidance (Qu)
    Speed (Recovery): Push +2 (4)
    Range: Melee (1 target)
    Effect: Weapon; you may only use this maneuver in response to a missed melee attack by an adjacent foe, you must also be benefiting from Wall of Steel, and have a free hand. If you succeed in your attack, you grasp/entangle your opponent’s weapon. You retain your hold on their weapon until you release it or your opponent takes a Push 2 action to pull it free.
    Weapons: Unarmed, Any one handed weapon with the Quick quality
    Special (Limited): If you possess the Disarm Foe you may combine it with this maneuver allowing you to attempt a disarm immediately after grabbing your opponent’s weapon, if successful you take the weapon away and retain hold of it.

    Grab and Stab is not an accurate name for this, as it is just “Grab” for there is no Stab. I would call it “Lightning Grab” or “Reflex Grab” or something more descriptive. Also, you have Push +2, implying that it is 2 on top of something else. Do you intend it to be 3 (Unarmed Attack)+2, for a total of 5, or simply Push 2 (4)?

    Tier III

    Sweep & Strike
    You set yourself into a spin, tripping with one side of your weapon and slamming down with the other
    Requirements: Two-Weapon Fighting, Melee (Polearm) +6
    Category: Advanced
    Attack: Avoidance (Qu)
    Speed (Recovery): +2 (4)
    Range: Melee
    Effect: Weapon -2; you attempt a trip attack on your target which does not trigger a free strike. If you are successful you gain a +2 bonus on damage against that target as long as that target remains prone.
    Weapons: Polearms

    This feels more a Tier II Technique than a Tier III, especially with the Melee +6 rather than a higher number.

    #260312
    Anonymous
    Inactive

    Tier II

    Galloping Shot


    Special (Advanced Maneuvers): When this Technique is combined with another to create a new maneuver, it allows you to move, perform a maneuver, and move again.The Special on this talent is a little unclear for me. Does this mean if I have the talent, I can walk 10′ on my own, stab, then move the remaining 15′ if it was combined with something? Is this only meant for mounted combat? If so, it should be noted.Well, I think it’s obvious that it was meant for mounted movement. And if anyone tried to say otherwise at one of my tables, I’d give them that, “Really? You really believe that you’re not trying to be a cheese weasel?” look. I wouldn’t argue against having text with absolutely no room for loopholes. But I wonder if it’s really worth the effort in this case.

    Also, how does this work for a typical cavalry charge? That maneuver is simpler than shooting an arrow from horseback, so would that be covered under Passing Strike? It is unclear in regards to being mounted? Do we need another talent for Cavalry Charge? If so, it should be the Tier I talent, and THAT one should be modified to allow ranged attacks.Maybe the wording should be modified to allow you to combine it with another maneuver that does not grant more than incidental movement? So no “charging, galloping attacks” or “lunging, galloping attacks.”

    Grab and Stab

    Grab and Stab is not an accurate name for this, as it is just “Grab” for there is no Stab. I would call it “Lightning Grab” or “Reflex Grab” or something more descriptive. Also, you have Push +2, implying that it is 2 on top of something else. Do you intend it to be 3 (Unarmed Attack)+2, for a total of 5, or simply Push 2 (4)? I think you may have missed the Weapon notation in the effect section. You deal weapon damage. So it is a grab and strike. (Maybe “strike” is better than “stab” for description’s sake, but stab gives that nice alliteration.)

    Tier III

    Sweep & Strike
    You set yourself into a spin, tripping with one side of your weapon and slamming down with the other
    Requirements: Two-Weapon Fighting, Melee (Polearm) +6
    Category: Advanced
    Attack: Avoidance (Qu)
    Speed (Recovery): +2 (4)
    Range: Melee
    Effect: Weapon -2; you attempt a trip attack on your target which does not trigger a free strike. If you are successful you gain a +2 bonus on damage against that target as long as that target remains prone.
    Weapons: Polearms

    This feels more a Tier II Technique than a Tier III, especially with the Melee +6 rather than a higher number.I have no issues with the tier one way or the other. However, I do think that the fact that this uses the mechanics of TWF needs to be more clearly stated.

    \":)\"
    Scott

    #260356
    Anonymous
    Inactive

    Grab and Stab needs to be more clear, because the text almost exclusively deals with the “Grabbing” part, and not the stabbing. Also, if you attack first, then grab, it should be “Stab and Grab.” Also, I still have issue for the speed for clarity.

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