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Re: Move through Attacks
> > > 2) In this fly by attack... do you get to use your MOD?
> >
> > You should be able to use your MOD or maybe make a Move-through skill
>
> I say a seperate skill for it. For each die you make you can use 1/4 of
> your mod. BC of like 300 or so warrior. Or just base it off the Lancing
> skill but allow any weapon to be used?
I'm kind of of the opinion that a new skill isn't really needed here. We
just put a little rule in governing move through attacks. It should read
something like:
Move through is the ability to move through a targets combat sphere and
deliver a single attack in passing. In order to perform this style of
attack the attacker must be able to move at least 120' per round. At the
end of the attack the attacker will not be within melee range of the
target (to the limits of their movement rate). Because of the nature of
the attack, only the weapon subskills "lethal" and "precise" may be used.
Pretty simple. If you want to get jiggy with it, you could ditch the
movement restriction and just add an 'en passant' type subskill to the
weapon:
Move through is the ability to move through a targets combat sphere and
deliver a single attack in passing. The attacker must make a 2d6 check
versus his skill to perform this maneuver. At the end of the attack the
attacker will not be within melee range of the target (within physical
constraints and the atacker's movement rate). Because of the nature of
the attack, only the weapon subskills "lethal" and "precise" may be used
in conjuction with "Move Through".
Again, I split dice here (I really, really like that idea... I'm going
to give it a formal writeup and post it so you all can shred it and
remove my obsession). So if its part of the weapons skill, why won't
everyone use it? Because you only get one attack. And then unless your
way faster than the other guy he'll just give you a "Move Through" also.
Such a subskill also elimitates any question of shedding an attack to
close to melee (ie I make a 2 die weapon check and use one attack to
close 5 feet to get the other two attacks... not exactly by the book,
but pretty common). Because the GM would just say _NO_, that would be
a "Move Through" attack, just stop at the target instead of continuing
on. Its also a "withdrawl" move. I wack him once and run using a "Move
Through" attack. I'd like to see this play tested if anyone is interested.
I'd be happy to run some mach combats.
> Definately some check to hold on to the weapon. I'd prefer a skill check
> of some sort to be honest, like 3dice, or a 4+ die str check.
This only really comes into play during an impale. Certainly not for
my mace. For an impale I'd need to check the book to see if there is
already existing rules.
> This brings up another question for me. The flying with wings monster
> ability. Is it like the 'fly' spell, I personally think it should be
> since you have to do some serious concentration and its like running,
> but I have heard at least one person say its like the 'hawksoar' ability.
> Also the ability to buy with a mutate the effect hawksoar ability just
> bugs the hell out of me as its prolly one of the top 5 spells in the game
> power wise.
You don't mean the actual "hawksoar" ability just the equivelent in
power right (ie can fly and attack because I have wings?)?
I'd rule as follows:
When you mutate your wings you must also set the top rank of the
"flying ability" at the same time (1 rank per mutate as always). This
determines muscle strength, etc... top speed. This is the natural
ability. Then there is learning to use it, that is "skill". You'll have
to buy that up as a skill. 1d6 -vs- flying for simple things like...
flying in a calm day... and it just goes down hill from there. 3d6
to spell cast while flying, etc...
-Steve