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Skirmish.. what the?
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<blockquote data-quote="Deset Gled" data-source="post: 3199421" data-attributes="member: 7808"><p>Because the scout has only learned how the strike precisely when they move their body in a certain way.</p><p></p><p>Personally, I think Skirmish makes an equal amount of sense as Cleave. Most people assume that Cleave allows an extra attack because the attacker's momentum allows them to follow through with an extra attack. This explanation is very cinematic, but makes no sense when you consider that it is possible to Cleave two opponents 20' apart on opposite sides of you with a greatspear. Likewise, Skirmish makes for a cinematic "dash 'n bash", but no one explanation of it will cover all situations.</p><p></p><p>The real problem is that it is impossible to accurately model many fighting techniques and cinematic fight scenes without going into a ludicrous amount of detail. The 3.x solution to this is to make a basic mechanic that models a concept, and allow it to work all the time as long as it's not broken (remember, think options, not restrictions). This requires a certain amount of willing suspension of disbelief, but no more so than a dragon or magic sword, IMO.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 3199421, member: 7808"] Because the scout has only learned how the strike precisely when they move their body in a certain way. Personally, I think Skirmish makes an equal amount of sense as Cleave. Most people assume that Cleave allows an extra attack because the attacker's momentum allows them to follow through with an extra attack. This explanation is very cinematic, but makes no sense when you consider that it is possible to Cleave two opponents 20' apart on opposite sides of you with a greatspear. Likewise, Skirmish makes for a cinematic "dash 'n bash", but no one explanation of it will cover all situations. The real problem is that it is impossible to accurately model many fighting techniques and cinematic fight scenes without going into a ludicrous amount of detail. The 3.x solution to this is to make a basic mechanic that models a concept, and allow it to work all the time as long as it's not broken (remember, think options, not restrictions). This requires a certain amount of willing suspension of disbelief, but no more so than a dragon or magic sword, IMO. [/QUOTE]
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