Link to an excerpt from Reclaiming the Blade.
I want to see things like the murder-stroke, parries, ripostes, etc. One can only hope.
I want to see things like the murder-stroke, parries, ripostes, etc. One can only hope.
Link to an excerpt from Reclaiming the Blade.
I want to see things like the murder-stroke, parries, ripostes, etc. One can only hope.
Six second combat rounds. Or one minute turns. A parry makes sense in GURPS with its one second rounds but that's zooming in far more than ever before.Link to an excerpt from Reclaiming the Blade.
I want to see things like the murder-stroke, parries, ripostes, etc. One can only hope.
Link to an excerpt from Reclaiming the Blade.
I want to see things like the murder-stroke, parries, ripostes, etc. One can only hope.
I'd rather have an abstract and quick system that assumes that sort of thing is going on, but doesn't specifically try to model it.
Or in other words, simply rolling to hit and then rolling damage.
If the authenticity is question is fun and/or awesome, then I don't see it as daft. Put this on a dial and let people choose."If 5e does maneuvers right, it will add authentic medieval maneuvers"
...to go with the authentic medieval hit points, character classes and levels, no doubt.
This is not the game you're looking for; D&D is so far removed from "authentic" anything that trying to add "authenticity" is just daft, as far as I can see.
This is not the game you're looking for; D&D is so far removed from "authentic" anything that trying to add "authenticity" is just daft, as far as I can see.
There ARE guns in the core rules: they're called magic.I'm not too interested in seeing D&D try to turn itself into a simulator of "authentic" medieval combat. It's a fantasy game defined by wizards and, well, dungeons and dragons, not 15th Century Europe: The Game. It would have to have guns in the core rules to be authentic in that way, anyways, yet no one seems to want that (even though it would be fun).
I'd much rather have crazy fantasy combat that, you know, factors in the idea that the PCs are great heroes with mythic abilities that use magic and pretty much super-human physical power to defeat terrible monsters that couldn't exist in the real world. It's pretty much impossible to do that if the combat system is designed to be a simulation of how real-world humans crudely hacked away at other real-world humans. Real world battle is nothing but suffering, brutality, misery, and gore. I see no reason to even attempt to bring that into a game of all things.
There ARE guns in the core rules: they're called magic.
"Realistically" speaking (and I use the term VERY loosely), a fantasy world in which access to magic is so easy (as most D&D worlds are) would see most everyone ditch heavy armor for essentially the same reasons it was ditched in Europe's Renaissance: heavy armor doesn't protect you against magic AND it impedes on your mobility and agility.
But then again, when you have a system in which the heavier the armor, the better the defense, the point is rather moot...
Link to an excerpt from Reclaiming the Blade.
I want to see things like the murder-stroke, parries, ripostes, etc. One can only hope.
Choose one maneuver per round. Other combat action occurs during this period but this maneuver is a focus of your efforts.
Beat: When using this maneuver, make an additional "to-hit" roll. If this roll succeeds it does no damage but you receive receive combat advantage next round with regard to one opponent.
Riposte: If an opponent attacks you this round and you hit him by a margin of 5 or more, roll an additional d6 and add to your damage.
... and so on ...