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SteveS

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Everything posted by SteveS

  1. Looking at period armor vs period bows it is evident that the best of the best armor was incredibly effective. Nearly the only examples of serious arrow wounds result from shots to the face with the visor having been up. This was accomplished through better metallurgy and better designs. Plate armor was not flat, it was often curved all over, this would have served quite well at deflecting arrows. So modeling plate armor might involve deflection built with a trigger with the benefit of bodkins being increased OCV only vs armor deflection. Thus an archer would have to get past the deflection of his enemy, roll a successful hit, than try to overcome negation and resistant protection. Bleeding rules would be appropriate to simulate the lethality of slowly bleeding to death over the course of a battle/day. Just because a hit is not lethal in and of itself does not mean the plate armor guy is out of the woods.
  2. I've been working on a super hero who has a force field they create which provides them the effects of life support (which is linked to it). Recently they picked up Protects Carried Items for the base force field. I want to extend the effects of life support to the people in the force field as well. Would it be reasonable to apply the same adder to the life support to accomplish it? I've looking into usable by other as an option, but it seems needlessly complicated as a solution. If any one has reasons for building it way or another I'd love to hear your opinions.
  3. I recently found a video online of two sword instructors demonstrating a German style block and strike technique I thought would be a cool move for a long sword type fighter to perform. If you go to the url bellow, fast forward to the 3 minute mark to see it. https://youtu.be/W9b8q7-M_dQ?t=3m My first thought was to use a trigger advantage on the martial maneuver Counterstrike so that it triggers after a successful block. Simple and it definitely does what I see in the video. My concerns are about balance. Why attack when I can wait for them to attack me and punish them for it (potentially every time)? At the same time the technique doesn't feel the same waiting until your next phase to deliver the strike. What can I do to make this ability rewarding (as it will cost a 175 base point character no small amount of their points), but not the clear far and away best option to use instead of their other abilities? One thought I had would be to instead take rapid attack and use that to perform a martial block -> Counterstrike combo after winning a dex off. I know that normally defensive actions aren't allowed in multiple attacks, but because it would require risking the dex off, I feel like it plays more interesting. I prefer the high risk and reward feeling to this combo over the win button that is aborting to block with a triggered Counterstrike. If I could perform this as a multiple action, would it be possible to apply CSL's and extra damage classes that apply to martial arts (I read in HSMA that those CSL's would not apply since they can't be used with the basic combat options ala multiple action)? Thanks in advance for the advice, SteveS
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