Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Higher Ground
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mal Malenkirk" data-source="post: 4604557" data-attributes="member: 834"><p>There are other incentives to moving around. Cover is a good one and a more sensible result in most case. If you have a fight with a lot of artillery monsters and there is an hard to reach area that offers good cover, it's a good gamble to take it.</p><p></p><p>A trap with an ongoing effect also creates a good incentive to reach the control panel.</p><p></p><p>An entrenched enemy that causes a lot of trouble may encourage the rogue to go get him.</p><p></p><p>etc.</p><p></p><p></p><p></p><p>No it's not. Try protecting your feet. See how much strenght you can put on a parry this low or how akward it is to lower you shield that low and in what position it puts you.</p><p></p><p>Meanwhile, all your high blow come at a nice, predictible angle.</p><p></p><p>And did you say rapier? Rapier is a god awful weapon to use when fighting on uneven terrain. I fenced for many years and it is absolutely critical to be able to move back and forth freely when fencing. The style of fighting and the weapon are always inseparable but in the rapier's case, it is critical. It is a very specialized weapon that becomes a useless lump of metal if you can't fight with it the way it was intended. </p><p></p><p>While parrying is a basic fencing skill, the best and most essential defense is simply backing away just the right amount (preferrably while also trying simulteneously to strike the arm of the attacker). When you fence, being a keen judge of distance is key and retreating just enough so that the attack can't touch you while you still can reach your opponent (either reach his entire body if your reach is superior or just his extended arm if it is not) is basically the most common way to get a point (and in a duel, a win). At my peak, I'd routinely back up just so that the opponent's attack ended litterrally one inch from me while my attack landed sqaurely on him. </p><p></p><p>And the most basic attack is simply a sudden lunge, often prefaced by a feint. Try to do that if you are fighting in a stairwell or on a table. Lunging becomes impossible and therefore your offense is crippled.</p><p></p><p>Due to a long history of swashbuckling movie where fighters favor longs exchange of short jab and parries and where jumping on table is seen as a good idea, I wouldn't actually penalize this behavior in D&D. But I sure wouldn't reward it either.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4604557, member: 834"] There are other incentives to moving around. Cover is a good one and a more sensible result in most case. If you have a fight with a lot of artillery monsters and there is an hard to reach area that offers good cover, it's a good gamble to take it. A trap with an ongoing effect also creates a good incentive to reach the control panel. An entrenched enemy that causes a lot of trouble may encourage the rogue to go get him. etc. No it's not. Try protecting your feet. See how much strenght you can put on a parry this low or how akward it is to lower you shield that low and in what position it puts you. Meanwhile, all your high blow come at a nice, predictible angle. And did you say rapier? Rapier is a god awful weapon to use when fighting on uneven terrain. I fenced for many years and it is absolutely critical to be able to move back and forth freely when fencing. The style of fighting and the weapon are always inseparable but in the rapier's case, it is critical. It is a very specialized weapon that becomes a useless lump of metal if you can't fight with it the way it was intended. While parrying is a basic fencing skill, the best and most essential defense is simply backing away just the right amount (preferrably while also trying simulteneously to strike the arm of the attacker). When you fence, being a keen judge of distance is key and retreating just enough so that the attack can't touch you while you still can reach your opponent (either reach his entire body if your reach is superior or just his extended arm if it is not) is basically the most common way to get a point (and in a duel, a win). At my peak, I'd routinely back up just so that the opponent's attack ended litterrally one inch from me while my attack landed sqaurely on him. And the most basic attack is simply a sudden lunge, often prefaced by a feint. Try to do that if you are fighting in a stairwell or on a table. Lunging becomes impossible and therefore your offense is crippled. Due to a long history of swashbuckling movie where fighters favor longs exchange of short jab and parries and where jumping on table is seen as a good idea, I wouldn't actually penalize this behavior in D&D. But I sure wouldn't reward it either. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Higher Ground
Top