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Making each ability score count (Ideas)
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<blockquote data-quote="Izumi" data-source="post: 5812976" data-attributes="member: 6668759"><p>I think the only thing important is the moment. Timing in your mind and timing on your weapon is key to all. The one that reaches velocity in the fastest time and puts all the strength in the right place tends to win because their weapon comes out on top. Kinda a bad idea to think overmuch as he approaches. You judge the distance, select a posture that nullifies expected motion, and then pull your deception in order to provoke an attack opposite to his original intended one. If a good gap in his mental sphere is achieved, the fight is over pretty fast. You don't have to be as strong as the other guy, but you have to be strong enough to pull off your strategy.</p><p></p><p></p><p>The Kendo no Kata are really put together well! I agree, you watch out for old Sensei, sometimes they aren't really pulling feints, they are checking to see if you can spot suki and achieve sen. His/Her fluid motions from long practice, and good tactics from experience, can even the odds a lot. This is especially true if you over-rely on youthful strength and mobility. </p><p></p><p>Aikido is indeed a good example of an art that utilizes opponents motion to their disadvantage. If they push you pull, if they pull you push. If they twist, you spin. All its forms are said to come from a sword art, and I think it's pretty obvious.</p><p></p><p>A sumo follows rules and specializes his body for those, of course. A few events from history seem to show them as incompetent swordsmen despite being allowed by law to wear the daisho. (Serizawa Kamo in 1863 Osaka Altercation, for example). Heavy and strong doesn't always equate success, and they shouldn't always get a bonus to attack in D&D either, I think. </p><p></p><p></p><p></p><p></p><p>Concerning knives, it's always better to put the tanto on the victim and and push or pull. Thrusts are useful to vital areas, only when the foe has been compromised. The foe can be stabbed multiple times in non-vital areas, and keep attacking you. If you cut muscles and tendons he'll be less a threat though, and more easily dispatched. The body kinda suctions deep stabs, and you don't get a lot of time to twist it to allow air entry. Stronger men with a lot of experience are much more dangerous than weaker men with a lot of experience in my opinion. </p><p></p><p>I would think attack roll bonuses should be WIS based. It's one thing to know what to do (INT), and it's wholly another to be able to pull it off under duress. I think there should be both STR & DEX bonuses to damage due to both being effective tactics in smart fighters, but I also have the caveat as before that, the stronger fighter tends to win if equal to or more experienced than his foe. </p><p></p><p>Anyways, Just my thoughts.</p></blockquote><p></p>
[QUOTE="Izumi, post: 5812976, member: 6668759"] I think the only thing important is the moment. Timing in your mind and timing on your weapon is key to all. The one that reaches velocity in the fastest time and puts all the strength in the right place tends to win because their weapon comes out on top. Kinda a bad idea to think overmuch as he approaches. You judge the distance, select a posture that nullifies expected motion, and then pull your deception in order to provoke an attack opposite to his original intended one. If a good gap in his mental sphere is achieved, the fight is over pretty fast. You don't have to be as strong as the other guy, but you have to be strong enough to pull off your strategy. The Kendo no Kata are really put together well! I agree, you watch out for old Sensei, sometimes they aren't really pulling feints, they are checking to see if you can spot suki and achieve sen. His/Her fluid motions from long practice, and good tactics from experience, can even the odds a lot. This is especially true if you over-rely on youthful strength and mobility. Aikido is indeed a good example of an art that utilizes opponents motion to their disadvantage. If they push you pull, if they pull you push. If they twist, you spin. All its forms are said to come from a sword art, and I think it's pretty obvious. A sumo follows rules and specializes his body for those, of course. A few events from history seem to show them as incompetent swordsmen despite being allowed by law to wear the daisho. (Serizawa Kamo in 1863 Osaka Altercation, for example). Heavy and strong doesn't always equate success, and they shouldn't always get a bonus to attack in D&D either, I think. Concerning knives, it's always better to put the tanto on the victim and and push or pull. Thrusts are useful to vital areas, only when the foe has been compromised. The foe can be stabbed multiple times in non-vital areas, and keep attacking you. If you cut muscles and tendons he'll be less a threat though, and more easily dispatched. The body kinda suctions deep stabs, and you don't get a lot of time to twist it to allow air entry. Stronger men with a lot of experience are much more dangerous than weaker men with a lot of experience in my opinion. I would think attack roll bonuses should be WIS based. It's one thing to know what to do (INT), and it's wholly another to be able to pull it off under duress. I think there should be both STR & DEX bonuses to damage due to both being effective tactics in smart fighters, but I also have the caveat as before that, the stronger fighter tends to win if equal to or more experienced than his foe. Anyways, Just my thoughts. [/QUOTE]
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Making each ability score count (Ideas)
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