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Re: Move through Attacks
> 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".
I prefer this option personally since it gives a use the the lance skill,
which technically is a pointless skill.
>
> 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.
This also eliminates the quantum tunneling approach of so long as I
win initiative and run he can never hit me.
> You don't mean the actual "hawksoar" ability just the equivelent in
> power right (ie can fly and attack because I have wings?)?
I mean by the book right now, the 'fly' movement ability is the equivilant
of effect hawksoar.
>
> 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...
Interesting notion, could work.
Wright