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*Pathfinder & Starfinder
Making 2 weapon fighting not suck-o-rama
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<blockquote data-quote="TheEvil" data-source="post: 2283109" data-attributes="member: 23261"><p><strong>Regarding SCA and boffer fighter vs. real life</strong></p><p></p><p>Examples made using the SCA and boffer fighting forget two very important point: </p><p></p><p> Strength doesn't matter.</p><p></p><p> Game rules trump reality.</p><p></p><p>This is an overly broad statement that isn't entirely true, and varies across game styles, but is still largely true. My experience with such things comes from the SCA (as observer and friend) and Amtgard (as a participant). </p><p></p><p>The SCA makes extensive use of armor, but only for safety reasons, they ARE hitting each other with ratan clubs. But once you actually hit the armor, the angle of the hit and to a degree the strength of the hit don't really matter that much. A hit is a hit, even if it would have been with the flat of the 'blade' and wouldn't have gotten through the armor even if it wasn't. I can think of two things that really change how combat works. You cannot strike an opponent below the knees (for very good safety reasons). This makes a shield much more effective then usual and also means you can't trip an opponent with a pole arm. You also can't make contact with your opponent. No grabbing a pole arm shaft, no kicking, no grappling a smaller foe in close combat. There are also some comments on hit location effect, but I am less familiar with those in the SCA.</p><p></p><p>In Amtgard (boffer fighting) makes almost no use of armor. Armor gives you extra hits before you suffer 'damage'. Damage is a matter of hit location: Hit in the arm, put it behind your back. Hit in the leg, on your knees. Hit in the body, you are dead. The head isn't a valid target. Like the SCA, no physical contact. </p><p>More generally speaking, the rules in this game are so heavily stacked against anything that isn't light fighting that I became an archer partly out of disgust. For example: </p><p> The rules make most weapons lightsabers. Any hit, from any angle, almost no matter how light, counts as a hit. </p><p> As long as your weapon is between their weapon and your body, it is a block. Doesn't matter if your opponent's greatsword drives your shortsword into your shoulder.</p><p> Using sufficient strength to batter through your opponents defenses may get you kicked off the field for 'unnecessary roughness'. This has a lot to do with the light weight construction of most weapons and shields.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TheEvil, post: 2283109, member: 23261"] [b]Regarding SCA and boffer fighter vs. real life[/b] Examples made using the SCA and boffer fighting forget two very important point: Strength doesn't matter. Game rules trump reality. This is an overly broad statement that isn't entirely true, and varies across game styles, but is still largely true. My experience with such things comes from the SCA (as observer and friend) and Amtgard (as a participant). The SCA makes extensive use of armor, but only for safety reasons, they ARE hitting each other with ratan clubs. But once you actually hit the armor, the angle of the hit and to a degree the strength of the hit don't really matter that much. A hit is a hit, even if it would have been with the flat of the 'blade' and wouldn't have gotten through the armor even if it wasn't. I can think of two things that really change how combat works. You cannot strike an opponent below the knees (for very good safety reasons). This makes a shield much more effective then usual and also means you can't trip an opponent with a pole arm. You also can't make contact with your opponent. No grabbing a pole arm shaft, no kicking, no grappling a smaller foe in close combat. There are also some comments on hit location effect, but I am less familiar with those in the SCA. In Amtgard (boffer fighting) makes almost no use of armor. Armor gives you extra hits before you suffer 'damage'. Damage is a matter of hit location: Hit in the arm, put it behind your back. Hit in the leg, on your knees. Hit in the body, you are dead. The head isn't a valid target. Like the SCA, no physical contact. More generally speaking, the rules in this game are so heavily stacked against anything that isn't light fighting that I became an archer partly out of disgust. For example: The rules make most weapons lightsabers. Any hit, from any angle, almost no matter how light, counts as a hit. As long as your weapon is between their weapon and your body, it is a block. Doesn't matter if your opponent's greatsword drives your shortsword into your shoulder. Using sufficient strength to batter through your opponents defenses may get you kicked off the field for 'unnecessary roughness'. This has a lot to do with the light weight construction of most weapons and shields. 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. [/QUOTE]
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Making 2 weapon fighting not suck-o-rama
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