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Ideas for some combat changes

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  • Ideas for some combat changes

    I have many ideas for most, if not all of the weapons. This is by no means my only ones merely testing to see how open to constructively working towards good, submitable ideas the community is. Do NOT going into this topic thinking, "He didn't mention a weapon, that means he thinks that it's perfect". I intentionally avoided mentioning hotly contested sets for now. As I said, this is the beginning

    1-handed Axes

    ***New Move***
    Shield hook:


    Average difficulty

    Requires 20 ranks in weapon hook

    Grabs foe’s shield preventing it’s use defensively or offensively until freed.

    ***New Move***
    Cross Haft Punch


    Difficult difficulty

    No prereqs

    Auto targets face. Bruising damage. Potential Stun.


    Change Vital Gouge into a [Pierce]

    ***New Move***
    Dirt Kick:

    Average difficulty

    Standard speed. Not affected by weapon weight.

    Kicks sand/dirt into foe’s face obstructing his view.

    Gives your next attack (ranged or close) a bonus to accuracy/defense penetration

    (works like knives wrist dance)

    ***New Move***
    Piercing Thrust:


    Average difficulty

    Standard speed

    Requires 10 ranks in Vital Jab

    Requires 10 ranks in Stab

    Requires 10 ranks in Jab

    Heavy attack meant to blow through basic and simple defenses

    Can be aimed anywhere.


    Allow clubs to wielded 2-handed

    While 2-handed clubs have small chance (whatever 2ha is) to disarm foe after being blocked.

    While wielding 2-handed 15% damage bonus

    ***New Move***
    Offside Strike

    Average difficulty

    Defense penetration modifier

    Can be aimed anywhere.

    User attacks from offside (left side if a righty) with a quick strike

    Speed is 1sec + MOS at max speed with basic club weapons. Speed increase for heavy weapons.

    That is a taste, let us see where this goes.

  • #2
    only thing I'd vote for is the 2handed clubs suggestion. But I'd also equally enjoy a 2handed crushing entire skillset with a stance


    • #3
      If it was possible to somehow block a hook or weapon trap with clubs I'd be content. I do think clubs could get an overhead block or low block and be OK.


      • #4
        Cesti don't need more offense, just change spinning backhand to a stance changing move. What gimps them is the horrible defense, the inability to stop sweeps and stupid roundtimes and various quirks of having a worn weapon that can be disabled.


        • #5
          Since it did not turn into a shouting match, here are some more. You can choose a different route to come up with ideas, but I am not trying to get all sets to copy one another. I would rather each set have a unique feel then dial things in. The point is to actually suggest ideas.


          Leg Whip speed changed to 2 seconds + MOS with max speed

          Usable while wielding a weapon

          Only usable while standing

          Simple Rolling Rise or Backwards Rolling Rise allows user to stand up after attack

          Elbow usable while wielding a weapon

          Dirty Fighting:

          Difficult difficulty

          Standard brawling speed

          User spits in foe’s face, or screams at them suddenly, or some other distraction.

          Gives your next attack (ranged or close) a bonus to accuracy/defense penetration


          Average difficulty


          Standard brawling speed + 1 second

          User backhands foe with slight chance to stun (2%) and does moderate damage.

          If backhand misses will leave defensive opening

          One-handed sword:

          Shadow Blade Thrust turned from [Stab] to [Pierce]


          Side Jab

          Remove necessity of having 2nd thing approached.

          Remove defense penetration.

          Remove Lion’s Gambit

          Remove Shield Charge

          Shield Stepping Bash


          Average difficulty

          Speed 2 sec +MOS at max speed

          Moderate damage

          Decreases stance profile 1 increment (normal to wary)

          Knocks down foe if lands hit and has 2nd Pardelian approached