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General Tabletop Discussion
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Martial Pool - a New combat mechanic?
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<blockquote data-quote="Galloglaich" data-source="post: 4680010" data-attributes="member: 77019"><p>Yes and No. If you just gave them free 5' steps they would be going out of range, i.e. disengaging. </p><p> </p><p>The idea is that you if you matain contact, but remain in Onset range, you get a free dice for voids, (defending without parrying) and with the Advanced MF, you get a free dice for all Active Defense... but this goes along with giving you a free 5' step every time you roll Active Defense.... in fact you have to take the step. If you don't have toom to move back you can't use the MF. (unless perhaps you can say, Jump to another position or grab a Chandelier or something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p> </p><p>This mimics how one can fight at distance in real life, which is much safer (though less aggressive) and the preferred tactic if you have a long reach weapon like a rapier or a spear. It also cinematically mimics the whole swashbuckling imagery you see with rapier or cutlas fencing depicted in movies.</p><p> </p><p>This also adds another interesting tactical dimension to the fight. If you had two people with this Feat, relying on it for a stronger defense at Onset, making the decision to close to Melee range is a decision to up the ante signifcantly (since it eliminates this defensive bonus). An aggressive strategy might be to attack twice (first in onset, then in Melee) then move back out to Onset again (expending another dice) and retain your last die for Active Defense.</p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4680010, member: 77019"] Yes and No. If you just gave them free 5' steps they would be going out of range, i.e. disengaging. The idea is that you if you matain contact, but remain in Onset range, you get a free dice for voids, (defending without parrying) and with the Advanced MF, you get a free dice for all Active Defense... but this goes along with giving you a free 5' step every time you roll Active Defense.... in fact you have to take the step. If you don't have toom to move back you can't use the MF. (unless perhaps you can say, Jump to another position or grab a Chandelier or something :) ) This mimics how one can fight at distance in real life, which is much safer (though less aggressive) and the preferred tactic if you have a long reach weapon like a rapier or a spear. It also cinematically mimics the whole swashbuckling imagery you see with rapier or cutlas fencing depicted in movies. This also adds another interesting tactical dimension to the fight. If you had two people with this Feat, relying on it for a stronger defense at Onset, making the decision to close to Melee range is a decision to up the ante signifcantly (since it eliminates this defensive bonus). An aggressive strategy might be to attack twice (first in onset, then in Melee) then move back out to Onset again (expending another dice) and retain your last die for Active Defense. G. [/QUOTE]
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