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The 1-square charge
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<blockquote data-quote="Crazy Jerome" data-source="post: 5550189" data-attributes="member: 54877"><p>OK. But are you aware that a lunge is actually moving near to the opponent then away again? Well, technically, the moving away again is a "recovery", but generally the person doing the lunge is not going to want to stay there any longer than necessary. At relatively equal levels of skill, you want to take one or two shots (very fast shots) and get out again. Because you being frozen in place while your opponent is not is dangerous even in a straight line, like a fencing strip. It's incredibly risky in a real fight.</p><p> </p><p>And of course you move into the terrain and out again. You can't lunge through a table or a hedge. I'd have to look at the cases where the character gets bonuses for movement, but I'd provisionally be fine dropping those categorically for a lunge. (In real fencing, the edge of the danger zone is just outside 5 feet. You are both en garde with an approximately 3' blade. At the position held, the tip of the blade is around 4' from your body. If you extend your arm and just touch the opponents guard, you are in danger. The extension adds roughly a foot. That is why this is "practice distance". On a strip, safety is a bit outside this zone.)</p><p> </p><p>Of course, it is your game, but if you want to go with the mechanics that you are calling "lunge", they maybe great for the game, but then your label is spectacularly ill-suited. It creates all kinds of impressons for anyone that knows what a lunge is, that are counter to what you are trying to model. You model is more accurately termed a "fleche". That still isn't exactly right--though close enough for game modeling. It is a lot better than "lunge".</p><p> </p><p>Edit: And "fleche" is a lot better name if you want mechanics that limit you to basic melee attacks, too. A fleche is, by definition, a commitment to leave your feet briefly to get extra distance. Think a cat pouncing. This commitment limits your available options.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5550189, member: 54877"] OK. But are you aware that a lunge is actually moving near to the opponent then away again? Well, technically, the moving away again is a "recovery", but generally the person doing the lunge is not going to want to stay there any longer than necessary. At relatively equal levels of skill, you want to take one or two shots (very fast shots) and get out again. Because you being frozen in place while your opponent is not is dangerous even in a straight line, like a fencing strip. It's incredibly risky in a real fight. And of course you move into the terrain and out again. You can't lunge through a table or a hedge. I'd have to look at the cases where the character gets bonuses for movement, but I'd provisionally be fine dropping those categorically for a lunge. (In real fencing, the edge of the danger zone is just outside 5 feet. You are both en garde with an approximately 3' blade. At the position held, the tip of the blade is around 4' from your body. If you extend your arm and just touch the opponents guard, you are in danger. The extension adds roughly a foot. That is why this is "practice distance". On a strip, safety is a bit outside this zone.) Of course, it is your game, but if you want to go with the mechanics that you are calling "lunge", they maybe great for the game, but then your label is spectacularly ill-suited. It creates all kinds of impressons for anyone that knows what a lunge is, that are counter to what you are trying to model. You model is more accurately termed a "fleche". That still isn't exactly right--though close enough for game modeling. It is a lot better than "lunge". Edit: And "fleche" is a lot better name if you want mechanics that limit you to basic melee attacks, too. A fleche is, by definition, a commitment to leave your feet briefly to get extra distance. Think a cat pouncing. This commitment limits your available options. [/QUOTE]
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