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Unarmed combat rules
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<blockquote data-quote="Citan Uzuki" data-source="post: 6460442" data-attributes="member: 6787036"><p>Unarmed combat against armed and/or armored opponents is not supposed to be easy at all. However, as one gains experience (proficiency) in the style, the ability to fight such foes becomes easier due to the potential bonuses they gain as they pump more points into it. One thing you could do is limit how many points they may put into unarmed combat of any kind, based on their level and/or how many overall weapon proficiency slots they have available.</p><p></p><p>The rules given for unarmed vs armed/armored foes is fairly decent.. but once an unarmed fighter gets in close enough, an opponent with a weapon either has to back up or use a smaller weapon to avoid taking potential penalties due to the awkward nature of.. oh say... trying to slash at someone with a long sword when they're two feet in front of you.</p><p></p><p>By the wording of the Cestus explanation in the Arms and Equipment guide, I would suggest treating the Cestus as a weapon and not as Punching in and of itself. If the player wishes to keep gaining his bonuses with his Punching, he'll have to put the Cestus away and use his fists. My personal take on it is that the character, when proficient and further on, uses the Punching unarmed combat, they are really good at merely using their fist and putting it into an opponent's face.. or arm.. or wherever. When you use a Cestus and are specialized with it, it means you are using it as a weapon to kill - not merely to augment your own punch. Regardless, doubling up on the specialization and the Punching combat bonuses is too much.</p></blockquote><p></p>
[QUOTE="Citan Uzuki, post: 6460442, member: 6787036"] Unarmed combat against armed and/or armored opponents is not supposed to be easy at all. However, as one gains experience (proficiency) in the style, the ability to fight such foes becomes easier due to the potential bonuses they gain as they pump more points into it. One thing you could do is limit how many points they may put into unarmed combat of any kind, based on their level and/or how many overall weapon proficiency slots they have available. The rules given for unarmed vs armed/armored foes is fairly decent.. but once an unarmed fighter gets in close enough, an opponent with a weapon either has to back up or use a smaller weapon to avoid taking potential penalties due to the awkward nature of.. oh say... trying to slash at someone with a long sword when they're two feet in front of you. By the wording of the Cestus explanation in the Arms and Equipment guide, I would suggest treating the Cestus as a weapon and not as Punching in and of itself. If the player wishes to keep gaining his bonuses with his Punching, he'll have to put the Cestus away and use his fists. My personal take on it is that the character, when proficient and further on, uses the Punching unarmed combat, they are really good at merely using their fist and putting it into an opponent's face.. or arm.. or wherever. When you use a Cestus and are specialized with it, it means you are using it as a weapon to kill - not merely to augment your own punch. Regardless, doubling up on the specialization and the Punching combat bonuses is too much. [/QUOTE]
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