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adamlumina93 Lieutenant
Joined: 07 Nov 2005 Posts: 87
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Posted: Sat Jul 11, 2009 4:17 pm Post subject: Brawling and Melee |
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First off let me say its nice to be getting back into SW D6 and Rancorpit.
Was wondering if anyone else had any thought on Moving Brawling/Brawling Parry under one skill: Brawling under Dex (Dex to hit and Str for dmg). Also I think there is no need for Melee Combat and Melee Parry Skills, just use Melee Combat for both. Any thoughts? |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Sat Jul 11, 2009 4:34 pm Post subject: |
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Moving brawling to DEX makes a lot of sense. I always have a hard time when converting large creatures, they have a very high STR score and this automatically makes them great fighters.
I do like the separate attack/parry skills. I think they add an interesting level of customization to the characters and helps keep munchkins in check. _________________ "He's Gry Sarth, of course he has the stats for them." |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Jul 11, 2009 6:52 pm Post subject: |
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I like Brawling under Strength, at least for characters.
As far as a single Brawl/parry and Melee/parry- that's what we did. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jul 11, 2009 6:59 pm Post subject: |
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I have never liked combining the to hit part and the parry part. IMO it cheapens combat. I have had several great characters hwo had high skills in parry, but did not buy any hitting part, as they were described as great at fending off attacks, but not attackers themselves. If the skills were combined i would be great at both attacking and defending. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Jul 11, 2009 7:01 pm Post subject: |
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I see your point. But when they see two skills to increase melee or brawling, most people just dump dice into blaster.
Besides, a parry specialization could fix that, if you wanted to go that way. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jul 12, 2009 4:34 pm Post subject: |
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You sdtill have 2 skills to raise with blaster... DODGE. _________________ Confucious sayeth, don't wash cat while drunk! |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Sun Jul 12, 2009 4:41 pm Post subject: |
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Exactly. One attack skill, one defense skill. That's how the entire system is structured.
Melee combat - Melee parry
Brawling - Brawling parry
Blaster - Dodge
Starship gunnery - starfighter piloting/starship shields
Thrown weapons - Dodge
And Lightsaber comes and kinds of wrecks it. But that's offset by the high difficulty of the weapon. _________________ "He's Gry Sarth, of course he has the stats for them." |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Jul 12, 2009 8:34 pm Post subject: |
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Garhkal wrote: | You sdtill have 2 skills to raise with blaster... DODGE. |
Just to be argumenative.... I don't have to raise Dodge to be a good defensive player- I can simply hide behind cover. Of course, that's if cover is available....
Gry Sarth wrote: | Exactly. One attack skill, one defense skill. That's how the entire system is structured.
Melee combat - Melee parry
Brawling - Brawling parry
Blaster - Dodge
Starship gunnery - starfighter piloting/starship shields
Thrown weapons - Dodge
quote]
And that's the other side of the coin. But what if you use opposed rolls (IE Brawling) instead of a Brawling versus a parry?
Don't get me wrong- I actually see both arguments. I'm just throwing out some ideas here. |
_________________ Blasted rules. Why can't they just be perfect? |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Mon Jul 13, 2009 4:52 am Post subject: |
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jmanski wrote: | Just to be argumenative.... I don't have to raise Dodge to be a good defensive player- I can simply hide behind cover. Of course, that's if cover is available.... |
Well, yeah. But then you're not firing your blaster either. If you want to attack you'll have to raise your head above that cover and take a shot. Then people will fire at you, and unless you roll Dodge to get behind the cover again, you'll end up missing a big and important chunk of your body. _________________ "He's Gry Sarth, of course he has the stats for them." |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jul 13, 2009 3:56 pm Post subject: |
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Gry Sarth wrote: | jmanski wrote: | Just to be argumenative.... I don't have to raise Dodge to be a good defensive player- I can simply hide behind cover. Of course, that's if cover is available.... |
Well, yeah. But then you're not firing your blaster either. If you want to attack you'll have to raise your head above that cover and take a shot. Then people will fire at you, and unless you roll Dodge to get behind the cover again, you'll end up missing a big and important chunk of your body. |
Well said. I have lost count of the number of players who made the blunder thinking that cause they were behind cover they could shoot without being shot back. _________________ Confucious sayeth, don't wash cat while drunk! |
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Jedi AlanRocks Ensign
Joined: 12 Jul 2009 Posts: 46
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Posted: Mon Jul 13, 2009 4:41 pm Post subject: |
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Whill wrote: | Brawling and melee combat don't come up that often in my games, so I combined the parry skills with the attack skills for those two only. |
You can put me in that category as well, I don't see the need for a melle parry when melee is good enough. My players do occasionally go hand to hand and pull knives- I like to mix it up. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Jul 13, 2009 9:19 pm Post subject: |
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Quote: | Brawling and melee combat don't come up that often in my games, so I combined the parry skills with the attack skills for those two only. |
That was sort of my line of thinking as well. You are likely to shoot and dodge each adventure (if not many times), showing lots of utility for those skills.
But melee and brawl don't happen all that often. So instead of the cool fist fight or knife fight, the PC, who hasn't increased brawling or melee, just shoots the guy.
What fun is that? _________________ Blasted rules. Why can't they just be perfect? |
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Dread Pirate Al Cadet
Joined: 08 Jul 2009 Posts: 14
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Posted: Tue Jul 14, 2009 4:22 am Post subject: |
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Linking Brawl to STR has the same drawback (to my mind) as XD&D using STR as a base for hitting in close combat. I cannot see how being stronger makes you more likely to hit someone.
So I certainly like the idea of moving Brawl to Dex.
I don't have 2nd Ed (or 2nd Ed Revised and Expanded) in large because of the explosion in the skill list factory.
I really like the lean, tight skill list (in the most part) in 1st Ed D6.
So I would certainly support the idea of rolling Brawling and Brawling Parry into one skill.
In fact in my houserules I just have one skill 'Combat' which subsumes Brawling, Brawling Parry, Melee and Melee Parry. It offends my eye to have an artifical distinction between fighting armed and unarmed. AiKiDo 'unarmed strikes' are in fact the same movement as one would make holding a weapon, Bruce Lee formulated his series of blocks (in part) from the fencing moves his brother learnt <and insert other more relevant examples here>
A Parry is very different from a Block is very different from sliding inside opponent's guard or sidestepping but for an reasonable degree of playability the authors were prepared to have one skill to abstract them. I go two steps further.
Gry makes a good point re: Attack and Defence skills for each type of attack. And if you sticking with RAW then to maintain consistency then you could argue the need for two (but maybe not four) separate HtH skills.
I think that Specialising (which IS a rule from 2nd Ed I have stolen) is a more elegant way to do this.
On the subject of cover. In the films (and I take on board the point that a RPG cannot directly map its source material, but I happen to think that this is a very good starting point) our heroes avoid gettingshot by either running headlong and jinking (and thus forgoing their chance to shoot that turn) or hiding in cover and popping out from time to time to squeeze a shot off. The only times they really blast away in the open is when they have the drop on the bad guys.
Al |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Tue Jul 14, 2009 7:03 am Post subject: |
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I've always been a fan of keeping brawling under strength for two reasons. First, Dex is already pretty loaded as far as useful skills. Keeping it under Str spreads the skills out just that much more. This system is already fairly prone to munchkin abuse without a good GM, and adding more to Dex does not help the game balance.
Second, I think that it makes a bit of real-word sense. Granted, an Olympic gymnast seems like they may have the dexterity to get in quick and get a jab in on an Olympic weightlifter. But frankly, if you've never seen the two of them fight before, you'd put your money on the weightlifter. An untrained person who is stronger generally perceived to be in a better position to fight than an untrained person who isn't nearly as strong. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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