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Clash Combat System Expand / Collapse
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Posted Friday, January 05, 2007 12:41 PM


Devil's Advocate

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I'm guessing "open" in this case wouldn't refer to someone engaged with you in combat with a rubbish guard (assuming that's what you mean by "waiting for an opening") I would think it applying to blind-siding of surprise attacks would be fairly easy to achieve.

****EDIT***

oh yeh, I hadn't thought abotu PvP stuff... setting rules down for that would make alot of sense.



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Post #20081
Posted Friday, January 05, 2007 12:54 PM


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The hitting someone when they are ‘open’ would refer to your opponent completely f’ing it up. Such as falling over, dropping their sword, having their back to you. Using this system certainly would force people to change their fighting style. If you are the kind of fighter that stands waiting for an opening then making strikes it wont work well for you because you would have to make a certain amount of attempted strikes that can be parried before you can strike your opponent.

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Post #20084
Posted Friday, January 05, 2007 1:25 PM
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Shelford (1/5/2007)
If you are the kind of fighter that stands waiting for an opening then making strikes it wont work well for you because you would have to make a certain amount of attempted strikes that can be parried before you can strike your opponent.

That's not the way I read it.  From the original example, it's the total number of clashes in the fight that counts, not how many you yourself have made.  That being the case, you just have to defend until your opponent uses up all the clashes, then attack when an opportunity presents itself.  Which pretty much sounds like how that type of fighter would do it anyway.


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Post #20092
Posted Friday, January 05, 2007 1:37 PM


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Ah sorry if it’s not too clear in the original example. Each combatant has a separate clash freshholds. It isn’t the total number in the fight. If I had to make 5 clashes and you had to make 7 then that means I can start to hit you before you can attempt to hit me, of coarse our swords would have had to of crossed 5 times before I can start going for your guts. You’d still have to make two ‘clashes’ before you can get round to murdering me. Of coarse you can still parry my next two attempts and then go for me.

Remember the main idea of this combat system is to draw out combats and to simulate different levels of ability without having to refer to multiple hit points and dodge calls.

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Post #20094
Posted Friday, January 05, 2007 2:52 PM
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How is this expected to work with multiple combatants?  Say I have a threshold of 2 and two orks attack me.  Do I need to clash with each of them twice, or just parry twice then kill them both?  If I've got a shield can I just have one hit that while I deal with the other then be already good to go once the one I'm clashing with dies?  What if one joins in half way through?
Post #20103
Posted Friday, January 05, 2007 3:16 PM


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Ah good question simplest way to put it is to say ‘when you join a combat you have to start at the top of your clash total again’. So if I’m fighting an orc and a goblin joins in then the goblin has to start at its clash total from scratch even if it’s been in a combat already somewhere else on the field of battle. The orc and I have already worked through some of our own clashes. I can take any clashes I make with the goblin off of my existing clash total I don’t have to start counting a new one in my head, that would only complicate things. If I finish off my opponents and the bound off into another fight to help my comrades then my clash total goes back up as I am joining the fight.

So if in your example you have a threshold of 2 and 2 orcs attack you at the same time then you just have to parry 2 blows in total from either of them then you can have at them. If another joins in you don't have to start a new threshold total. However if you had despatched the first two then another attacks then you go back to your threshold of 2.

Therefore, the rule is when you 'join' a fight your threshold goes back up.

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Post #20105
Posted Friday, January 05, 2007 4:04 PM
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Sounds like shields are going to be far and away the weapon of choice then.

Multiple attacks from another side - the 5-on-one panel beating.  The guy on his own knows you're there, so he's hardly open, but he can build up his parrys and take out one guy at a time while the other four are desperatly trying to get their swords parried enough times so they can join in - it's in his interest to build up to his threshold with only one guy to prevent the others from engaging. Hell, some people would pair off and parry each other to build up threshold till they're ready to turn round and kick off to be ahead of the curve.  Any solution to this  (I imagine the later one involves kicking players out but I thought I'd raise it anyway)

Post #20108
Posted Friday, January 05, 2007 4:22 PM


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Well yeah there could be extremes such as you’ve pointed out. However, this system is designed to be theatrical so in a five on one fight there may be a certain amount of queuing going on. In a dramatic theatrical fight the protagonists don’t all just jump on the lone hero, they take turns at fighting him. So the five have to compete to get parries from the lone hero before they can put in a killing blow. It fits nicely just the kind of thing you see in the movies.

People trying to manipulate the system and parry each other to get ahead of the curve? Well at least with this system if people are gonna try and cheat it would be obvious. Instead of ignoring hits and/or drum rolling they have to fake parries which would be blatantly obvious.

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Post #20110