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Gameplay | Topic subject | Unarmed combat idea. | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=12888 |
12888, Unarmed combat idea.
Posted by Chernomor on Wed 31-Dec-69 07:00 PM
I do not really hope anyone will care to reforge the whole skill/spec, but I found it interesting to share my ideas on it.
First of all, why boring and unrealistic punches? Restricting to hands is also strange for an unarmed combat master. So, my first suggestion is to rename the skill hand-to-hand into Unarmed. Then, to the punch attacks types, a good deal of others should be added (felars still would mainly claw), for example: slap kick swing uppercut lowkick stomp elbow jab fingerclaw finger prod ridgehand hammerfist blow shoulder strike ankle jab etc.
I am not saying they have to be like this, perhaps people who have English as their mothertongue and who had some training in unarmed in RL give better dam nouns. In addition, some of the attacks would be not blunt, which alone would make unarmed spec warriors more feasible.
Now, the more doubtful part of it:
I believe even unarmed spec should have little to no chances of striking someone with weapons and parry skill, and shield. When fighting with armed opponent, your only chance is catch them on a too broad swing and put them into situation where they cannot make real use of their weapon.
Rushing to punch a guy with a sword and a shield is more like a suiscide, since while you approach you will be open for beating. Now, after you decrease chances of hitting someone with a fist (maybe as echo a la keeps you at bay with his weapon. No special skill needed to hold a sword.), Unarmed should work a bit better towards defense. You hover around, waiting your opponent to attack, and then he hits, you use the opponent's mistakes, and that's where you strike! I believe this should be applied to Unarmed spec warriors mainly, with slight chance for other Unarmed skilled chars. I see it as some kind of riposte, but the emphasis is put not on damage, but on autodisarm/shield disarm or disable / maybe some critical strike, since after the opponent is without weapon, you can actually start to land a good deal of Unarmed damage.
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12892, RE: Unarmed combat idea.
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
Thanks for the ideas, but I think I prefer our hand to hand the way it is in general.
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12893, Just as I suspected :-)
Posted by Chernomor on Wed 31-Dec-69 07:00 PM
well. I guess, the discussion ends here.
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12895, In slightly more detail:
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
Different damage messages: I've considered doing this before, but it's not a high priority for me. They'd still all be blunt damage. No one is going to chop you open with their hands really.
As far as HTH vs weapons go, a non-assassin non-hth-spec character is already terribly disadvantaged vs. any character with a weapon. I've seen a necromancer who still had a weapon very slowly physically kill a warrior who couldn't wield one many a time. As far as HTH specs go, I think they balance pretty well as-is. Conceptually, they have the training to duck inside blows and find openings in their opponent's defenses. We could change them to be more like you suggest, but I don't see how that makes for a better game. There are already enough disarming-character type matchups that a noremove or nodisarm weapon on their opponent shuts down extremely well. I don't see the advantage to taking something different than that that works pretty well and turning it into another one of those.
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12902, RE: In slightly more detail:
Posted by Chernomor on Wed 31-Dec-69 07:00 PM
Thank you for the detail. I guess you are right all around, just had some random thoughts to share. As to chopping with hands... well.. pretty true, but who said you cannot hit with wrath when under frenzy :-). I actually never could imagine wrath damage type.
On the side note, with swords you can both slash and pierce, so perhaps dam different. applies here as well.
I do not say it would make some great improvement, but different nouns for skills, they reall add that flavor to CF.
You managed to make them for parry, dodge, disarm, and generally I think this made the game better.
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