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Thread: Block Maneuver Silliness...

  1. #16
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    Re: Block Maneuver Silliness...

    Quote Originally Posted by lemming
    Warning: RL intruding.

    When I was taking karate, we'd often spar, etc... One item that was interesting was when someone small would block one of my attacks (I'm 6'8" and at the time, was well built). A good block was one that guided my attack away from a serious impact and often set them up for a counter. A bad block would be trying to stop my attack and usually would wind up with them getting hit anyway.
    Yes!

    Kill Bill vol 2 has an excellent bad block, they hit their swords edge to edge, just ruined two swords. Lord Liaden has it pretty well and lemming provided a good real life reason. Think of the difference as what is the goal(in Hero-speak, what is the effect) of this manuvuer.

    A block could be physically interacting with a manuever in order to put your opponent off balance. Either physically stopping a punch to leave an opponents midsection open. Moving under a round kick to get behind the oponent. The goal of a block is to get a tactical advantage.

    A dodge would be stepping slightly back so the PC is out of range or otherwise concentrating on defending. Wildly flailing so that the person doesn't know where to hit you increases your defense but does not improve your ability to hit the opponent. The goal of a dodge is to maximize your defense.
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  2. #17
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    Re: Block Maneuver Silliness...

    Quote Originally Posted by Mentor
    Yah, what Black Rose said. I do agree that block represents a wide array of SFX, but, as previous posters so well stated, some attacks are just to be avoided and without any combat advantage for the next phase. I realize some players think they can use a block maneuver on a locomotive and still have their movement and combat bonuses intact, but if the PC doesn't dodge or get out of the way in our campaign, they better be a Brick because they are going to have a lot of dice fall on their head if the attack hits.
    Good example as to the limitations of block and the importance of SFX. I agree, I do it all SFX-based. I haven't seen much trouble with block, myself.
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  3. #18
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    Re: Block Maneuver Silliness...

    I think you're worrying too much about nothing; the block rules are one of the more balanced aspects of the system.

    I can only see getting irked if the pcs start metagaming the whole block dex delay-factor if the pc and attacker have the same spd.

  4. #19
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    Re: Block Maneuver Silliness...

    Okay, my two pence.

    Dodge - Total Defense. Jump, move, wriggle, to get of the way of any attack that is aimed at you. HTH, Ranged, whatever. Quick random movements to make you harder to hit. You are matching your ability do move against your opponents ability to aim.

    Block - Tactical Defense. Only against a HTH attack (or attacks) that you perceive. Less of a bonus to DCV, because you are trying to match your fighting skill (OCV) against your opponent's fighting skill, to gain an advantage.

    Can any attack be Blocked?
    Yes!
    Because "Block" is not "Stop the force of the blow by sticking part of your body in the way",
    any more than "Strike" is a "right cross" and nothing else.

    Dodge means "disengage", get out of the way. Which means that you are not in a good position to counter-attack. This is the response of basically every unskilled fighter you ever see in a sudden combat situation in the movies. They back off and start moving, trying to desperately get out of the way.
    (Not that skilled fighters don't Dodge, they just look a little more dignified doing it.)

    Block means "stay engaged, using your combat skill to avoid attacks, while getting in a good position to attack" This is what you see in a lot of Jackie Chan movies, for one thing. (Especially in the more comic parts) He will stay right in the villain's face, staying out of the way of way of his blows and counter attacking, often with slaps, pokes, etc.
    He isn't actually touching the villain to ward off the blows, he is just using his superior skill to out-think his opponent, and get in the next shot.

    Let's take another situation.

    The Avengers (from several years ago) are having a meeting.
    Captain America, Hawkeye, and Goliath are talking about something.
    Hawkeye makes a rude comment to Goliath who promptly goes nuts and grows to 12' tall, spoiling for a fight with anyone in reach.
    They are all quite close together.
    Goliath decides to smash Hawkeye, in order to make him shut up.
    Hawkeye knows that he is much better at Range than HTH, so he just wants to get out of the way. He Dodges, trying to put some distance between him and Goliath.
    Captain America chooses to wait, since these things often end rather quickly.

    Next round.
    Hawkeye is not really ready to shoot Goliath with a Blast Arrow, so he just makes more smart remarks.
    Captain America is still waiting.
    Goliath, still nuts, decides to smash Captain America, just because he is standing there.
    Captain America could Dodge, getting himself out of the way, but he is getting tired of this and wants to teach Goliath some manners. So he decides to Block.
    He holds his ground, watching Goliath to see where the next blow will land.
    He moves just enough that the blow misses him, then prepares to counter-attack before Goliath can regain his stance.

    He does NOT stick his arm in the way of Goliath's mighty fist, he just uses superior skill to avoid the blow and retain a tactical advantage.

    If Goliath had grown to his full 25' height, making his fists Area Effect, then Cap would be forced to Dive for Cover, since the fist is so big that you cannot accurately position yourself where it "just misses" you.

    That's how I have always played it, anyway.

    KA.
    Last edited by KA.; May 12th, '04 at 10:18 PM.
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  5. #20
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    Re: Block Maneuver Silliness...

    Some example SFX for a human-sized martial artist blocking the claws of a huge wyvern or dragon:

    - The martial artist waits for the last possible second, then steps out of the way, causing the creature to pound the dirt or rock behind him and catching the creature off-balance.
    - The claws close around the hero, but catch on the ground around him. The hero's strength and resolve keep the creature from closing his grip, so the creature must make a new grab.
    - The creature snatches at the hero, who steps into its grasp, but extends his arms east and west, using his whole body to prevent the claws from closing.
    - The creature slashes, but the hero sidesteps and hits the sides of the claws where they are not sharp.
    - The creature claws at him, but he ducks and kicks its ankle.

  6. #21
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    Re: Block Maneuver Silliness...

    But you forgot the classic:

    The Martial Artist leaps onto the claws as the beast attacks, then he stands on the creature's arm, looking bored.

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