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5 months ago ::
Jan 16, 2013 - 11:07PM
#31
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Date Joined:
Jan 15, 2009
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Oh, on topic post, given what I've seen some MMA and Muay Thai fighters do with the front kick variation they call a teep, I think its actually overcosted.

Reality is unrealistic... more often than not.
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5 months ago ::
Jan 16, 2013 - 11:08PM
#32
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nexers,
I'm going over Maneuvers and came across Hurricane Strike. Who the heck is going to get this crazy looking thing? I kinda balked at a hit knocking an opponent back 10 feet. Then it got stranger with the increments increasing to 30 and then 60 feet! I've never seen such a thing in a game. 
I can't help think that anything that did get knocked back that far would be dead from the impact of the blow. How am I going to explain to my players that that knocking a monster back 60 feet didn't kill it? They might walk out of the room!
Maybe this thing should be toned down a little?
Opinions...
Well, it is high fantasy, afterall. It's no more offensive than, say, the Telekinesis spell.
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5 months ago ::
Jan 16, 2013 - 11:08PM
#33
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Date Joined:
Jan 15, 2009
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The concept of maneuvers which become .... magical when pushed to extreme I find utterly intriguing.
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5 months ago ::
Jan 16, 2013 - 11:35PM
#34
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Date Joined:
Jun 21, 2012
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Hurricane strike embodies just about everything that is awesome about martial dice. It's the metamagic for our non caster folk and I like that things are gloriously over the top. I do think it's likely to be nerfed a bit in future packets, but not by much. The idea is you knock them away such that they can't hustle back, so it's got to be 60' or most races will be able to reengage in the same round.
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5 months ago ::
Jan 16, 2013 - 11:50PM
#35
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Date Joined:
Jun 21, 2012
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I'll tell you what makes more or less every single maneuver mad is a combination of not getting very many and the fact that the dice refresh every turn. I mean, a maneuver like hurricane strike is flipping awesome and works fine just as it is, but in an environment where you have that or like 3 other choices and turning it to the highest setting costs you nothing, it gets a bit samey. The player doesn't have a lot of alternatives which means even if they didn't want to keep using it there's not a lot else they can do, and since there's no consequence for cranking it up, there's no real reason to have it work on a gradient like it is except as a way to make it scale with level. Maybe that was their idea but the far more compelling thing about maneuvers like hurricane strike is the decision point: do I burn all my resources now and blow 'em all away or will I need that later? It's a shame they've moved away from dice as an encounter resource and removed that decision point in the process.
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5 months ago ::
Jan 17, 2013 - 12:58AM
#36
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*shrug* I can knock someone back 10-15 feet.
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5 months ago ::
Jan 17, 2013 - 4:07AM
#37
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It all boils down to what kind of campaign you are running, really.
To one who is focused in ortiental/martial arts such an ability is coherent. If you're running a classic occidental-medieval fantasy campaign then maybe you should just leave the Monk class out of it entirely, cause the entire class is really kinda "shaolin-based" (fantasy/hong kong movie version).
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5 months ago ::
Jan 17, 2013 - 4:53AM
#38
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Date Joined:
May 14, 2010
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60 ft. for a punch? I've never seen that in a movie in my life.
You never watch Naruto?
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5 months ago ::
Jan 17, 2013 - 4:58AM
#39
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Date Joined:
Jan 15, 2009
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I'll tell you what makes more or less every single maneuver mad is a combination of not getting very many and the fact that the dice refresh every turn.
if it was just your turn atleast there would be some decisions like do I use them for this protect/parry or that strike atleast.
It's a shame they've moved away from dice as an encounter resource and removed that decision point in the process.
I am thinking we will see a module to make all classes have primarily encounter based resources, I think it can be done in very interesting ways.
I am somewhat afraid doing that in a module might not be that practical...
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5 months ago ::
Jan 17, 2013 - 1:31PM
#40
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nexers,
I'm going over Maneuvers and came across Hurricane Strike. Who the heck is going to get this crazy looking thing? I kinda balked at a hit knocking an opponent back 10 feet. Then it got stranger with the increments increasing to 30 and then 60 feet! I've never seen such a thing in a game. 
I can't help think that anything that did get knocked back that far would be dead from the impact of the blow. How am I going to explain to my players that that knocking a monster back 60 feet didn't kill it? They might walk out of the room!
Maybe this thing should be toned down a little?
Opinions...
Realistically, thirty feet or so is completely possible for a good fighter. The initial launch comes from applying pressure on a limb in such a way that the target instinctively jumps rather than suffer a broken arm. Combine that jump with the fighter's own strength and leverage, and the target gets a lot of initial velocity. In combat, most fighters prefer to direct that energy into the nearest hard surface for maximum pwnage. If the fighter is nice enough to throw the target instead, the target will stumble backward until they can stop themselves, which could take up to thirty feet on a great throw. All of the energy of the throw went into distance, so the target ends up mostly unhurt.
A sixty foot throw happens because Rule of Cool.
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