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  • #150899
    Anonymous
    Inactive

    I don’t know if this is better for an errata or some other mechanism, but do we need to visit the discussion on the penalty to attack to disarm? I know john wanted to primarily be a trip/disarm fighter….does a -6 to hit discourage that too much? I know trip/disarm were way too powerful in 3.0/3.5, but have we gone too much the other way? I don’t necessarily have that answer, or an opinion, but I know we hVe very few people attempting those techniques.

    #258762
    Anonymous
    Inactive

    This is along the lines of grappling too. I feel grappling was slowed down, but the speed of grapple being the same speed to escape one, means that most casters can be put into a grapple lock, preventing them from casting.

    I don’t know what the answer here should be, I definitely know that disarming and tripping should be harder than hitting one’s avoidance, or even their highest defense.

    #258764
    Anonymous
    Inactive

    I feel the ‘simple combat maneuvers’ are fine as is, but the Martial Techniques that improve on them are very subpar.

    Trip Foe:
    – PROS: No Free Strike, Reduces Simple Maneuver by Speed 1 / Recovery 1
    – CONS: Advanced maneuver, No damage

    The talent would be improved if it became Base after say +9 Melee Ranks and added either a push or some damage.

    Disarm Foe:
    – PROS: No Free Strike
    – CONS: Advanced maneuver, no damage, (only) Reduces Simple Maneuver Speed by 1

    The talent would be improved if it became Base after say +9 Melee Ranks and added a provision for knocking the weapon into a chosen square within 5′ of the target, or reduced recovery by 1 more.

    John

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