IndyPendant said:My idea is to slightly enhance the TWF feat chain, but differently from Stalker0's idea. I think my concept enhances TWF enough to make it a fair option, yet not so much that TWF becomes just one of three standard choices. I may even make it canon for my campaigns. What do you guys think?
Feats:
--TWF: As per SRD.
--Improved TWF: As per SRD, and the attack penalties for both weapons are reduced by 2. (So standard TWF is done with no attack penalties.)
--Greater TWF: As per SRD, and all off-hand attacks are made with full Str damage bonus.
CW has a feat already that reduces the fighting penalties; I've just combined it with Improved TWF. These three feats, plus Improved Buckler Defense if you really need the AC(also from CW--though I may have the name wrong; don't have the books with me atm) give the TWF fighter concept enough of a boost to be viable, but not so much as to be overpowered.
Note the prereqs for the feats too. 17 and 19 Dex is nothing to sneeze at! This has the added benefit of putting the TWF Ranger back into the spotlight again, since they can bypass the high Dex prereqs.
What do you think?
TheEvil said:Examples made using the SCA and boffer fighting forget two very important point:
All of this is just a long-winded way of saying that the rules for safety generally prevent a realistic simulation of relative style advantages/disadvantages in most live action fighting games.
Patryn of Elvenshae said:You're making a pretty bad assumption, here, that the boffer fighting I was involved with was associated with some form of official - and therefore, regulated - body.
It wasn't.
It was a bunch of guys (and quite a few girls) who built their own boffer weapons and went at things from first principles - including taping the boffers to determine a sword's edge, rather than the flat. Strikes with the flat didn't count. "Light" strikes - ones which didn't seem strong enough - didn't count.
The TWFs, at first, nearly always won because the THF, given his lesser flexibility, depends more on his footwork.
Proper footwork is the hardest thing to learn.
TheEvil said:Sadly enough, when I started with Amtgard, it more resembled that of which you speak. However, once we actually started fighting with other groups, it very quickly went to feather weight weapons swinging as fast as you can.![]()
Re: Proper foot work - Yup, that was the single most important thing I brought with me from fencing in college. I think I can say without exaggeration that it enabled me to rise to the top of the heap from among 30 some participants.
In any case, I wasn't targetting you with my comments, so much as I was that NO artifical fighting really tells you how well actual styles work. Your's included. Did you use armor?
Patryn of Elvenshae said:Certainly was fun, though, wasn't it?![]()
Patryn of Elvenshae said:I actually started taking fencing classes *after* the boffer thing started. It certainly makes you quicker on your feet!
Patryn of Elvenshae said:Oh, absolutely. And no, no armor was worn or really assumed - other than, "I don't think you hit me hard enough - try again!"
Patryn of Elvenshae said:As far as heavy weapons being used only against armor ...
http://www.thearma.org/essays/StancesIntro.htm
I, also, am not an expert. But *they* are!![]()
Zadam said:The reason why two handed punches are very rarely used is that most of your strength in an unarmed attack comes not from the arm but the rotation of hips, shoulder etc. By attacking with both arms at the same time you cant move your body in such a way as to get any decent damage from your blow, so you end up with 2 weak strikes instead of one strong one. Does have its uses I guess but moreso to stun an attacker rather than doing any significant damage.