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General Tabletop Discussion
*TTRPGs General
Poll: Historical Kit & realistic rules
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<blockquote data-quote="Drifter Bob" data-source="post: 1677742" data-attributes="member: 17723"><p>Yep <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Assuming that people can do things a 'flexible DM' should find reasonable is not in the spirit of modern D&D! :0 Seriously though, this feat grants some pretty handy extra options in combat and conveys a sense of nimbleness in a fight which comes across quite nicely.</p><p></p><p></p><p>This is instinctive, but not necessarily something a beginner can get right. (Frankly, as a rule, beginner swordsmen get few things right) learning the timing to conterstrike correctly without being hit yourself is tricky. So it's a good feat, intuitive yet difficult to master in real life, IMO.</p><p></p><p></p><p>I kind of agree, but at the level of abstraction we are at, this actually works pretty well in game. Also, keep in mind, a human in RL does have a very hard time rushing someone with a longer weapon (Jake Norwood of ARMA and I tested this for a bet once, he tried rushing me with a dagger against an arming sword and found it impossible to get the first strike in even in 20 tries or so) but think of a charging wolf, or a boar, or a lion. Think of a human accelerated by some magic spell. </p><p></p><p></p><p>Actually that wasn't really the intent though it could be used that way. Of course, to get feats those goblins would have to have levels...</p><p></p><p></p><p></p><p>I'll have to expand that then perhaps</p><p></p><p></p><p></p><p>Well, thats one way it can be used, I suspect you train in material of a later era, but many 15th century longsword practioners ala ARMA think of it pretty much only in terms of an armor piercing gambit. I tried to include a bit of both. Also don't forget halfswording is a primary technique for using such enormous and powerful weapons as dopplehanders, which are of immense reach and power!</p><p></p><p></p><p></p><p>Well, I've been doing this in one form or another for 20 years, so I consider myself quite good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Actually I get your point, but my answer is this: at the level of abstraction of D&D, where you have hit points, where a 1st level fighter can ony get a hit in roughly half the time, I feel that these are a reasonable approximation of some actual fencing mechanics which fit in the system well and play well as a game. </p><p></p><p>Also, we do have some special rules so it's not JUST the feats we are relying on.</p><p></p><p></p><p></p><p>It may be at least as much that they are playing to the expectations of their audience. I think more and more people are being exposed to WMA though, (partly due to other rpgs like TROS) and I think this project is one more way to introduce some of these ideas. Keep in mind this is primarily about introducing realistic kit to the game, so it's a step in that direction.</p><p></p><p>Ultimately, yeah, a rewrite of the combat system would be a great idea, but the way that would cascade through the whole system, you basically have to do an entirely new game, which would turn off the audience. I think the game will evolve in this direction though because ultimately, I honestly believe it's the most fun way to handle combat. As you know real WMA is ten times more fascinating to watch than any fake hollywood fighting, no matter how much slow mo they use. So I think this is the wave of the future. (I'll bet $50 that D&D 4E replaces armor class with a defensive roll and damage reduction.)</p><p></p><p></p><p></p><p>I'd love to see that, I can't make head or tails of those wierd buckler guards they are doing in I.33.... my favorite right now is David Lindholms translation of Ringeck from 2003. The interpretatoin is great, right next to the original german like seamus heaneys' translation of beowulf, and the illustratoins are the easiest to follow of any fechtbuch I've seen.</p><p></p><p>Incidentlly, let me know if you would like to participate in our open beta program. And tell me a bit about your background. What kind of sparring do you do?</p><p></p><p>DB</p></blockquote><p></p>
[QUOTE="Drifter Bob, post: 1677742, member: 17723"] Yep ;) Assuming that people can do things a 'flexible DM' should find reasonable is not in the spirit of modern D&D! :0 Seriously though, this feat grants some pretty handy extra options in combat and conveys a sense of nimbleness in a fight which comes across quite nicely. This is instinctive, but not necessarily something a beginner can get right. (Frankly, as a rule, beginner swordsmen get few things right) learning the timing to conterstrike correctly without being hit yourself is tricky. So it's a good feat, intuitive yet difficult to master in real life, IMO. I kind of agree, but at the level of abstraction we are at, this actually works pretty well in game. Also, keep in mind, a human in RL does have a very hard time rushing someone with a longer weapon (Jake Norwood of ARMA and I tested this for a bet once, he tried rushing me with a dagger against an arming sword and found it impossible to get the first strike in even in 20 tries or so) but think of a charging wolf, or a boar, or a lion. Think of a human accelerated by some magic spell. Actually that wasn't really the intent though it could be used that way. Of course, to get feats those goblins would have to have levels... I'll have to expand that then perhaps Well, thats one way it can be used, I suspect you train in material of a later era, but many 15th century longsword practioners ala ARMA think of it pretty much only in terms of an armor piercing gambit. I tried to include a bit of both. Also don't forget halfswording is a primary technique for using such enormous and powerful weapons as dopplehanders, which are of immense reach and power! Well, I've been doing this in one form or another for 20 years, so I consider myself quite good ;) Actually I get your point, but my answer is this: at the level of abstraction of D&D, where you have hit points, where a 1st level fighter can ony get a hit in roughly half the time, I feel that these are a reasonable approximation of some actual fencing mechanics which fit in the system well and play well as a game. Also, we do have some special rules so it's not JUST the feats we are relying on. It may be at least as much that they are playing to the expectations of their audience. I think more and more people are being exposed to WMA though, (partly due to other rpgs like TROS) and I think this project is one more way to introduce some of these ideas. Keep in mind this is primarily about introducing realistic kit to the game, so it's a step in that direction. Ultimately, yeah, a rewrite of the combat system would be a great idea, but the way that would cascade through the whole system, you basically have to do an entirely new game, which would turn off the audience. I think the game will evolve in this direction though because ultimately, I honestly believe it's the most fun way to handle combat. As you know real WMA is ten times more fascinating to watch than any fake hollywood fighting, no matter how much slow mo they use. So I think this is the wave of the future. (I'll bet $50 that D&D 4E replaces armor class with a defensive roll and damage reduction.) I'd love to see that, I can't make head or tails of those wierd buckler guards they are doing in I.33.... my favorite right now is David Lindholms translation of Ringeck from 2003. The interpretatoin is great, right next to the original german like seamus heaneys' translation of beowulf, and the illustratoins are the easiest to follow of any fechtbuch I've seen. Incidentlly, let me know if you would like to participate in our open beta program. And tell me a bit about your background. What kind of sparring do you do? DB [/QUOTE]
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