Which combat system do you use?

Combat system of choice.

  • Regular combat (straight from the book).

    Votes: 0 0.0%
  • Power combat (straight from the book).

    Votes: 0 0.0%
  • Regular combat with modifications.

    Votes: 0 0.0%
  • Power combat with modifications.

    Votes: 0 0.0%
  • Home-brew (or more modification than original left).

    Votes: 0 0.0%
  • No combat.

    Votes: 0 0.0%
  • Other (wuh? please share)

    Votes: 0 0.0%

  • Total voters
    0
Stillborn said:
primarily adding essence to dodge' date=' as before blocking was almost always a statistically superior action... it helps to balance the block/dodge imbalance... [/quote']
To me, this should be imbalanced. It's just plain easier to block an attack than to move your entire body out of its path.


-S
Eh? Not in my experience... blocking requires a limited motion, locks a hand or weapon up at least momentarily, and so forth... at least from my experience irl, usually dodging is more beneficial, unless you're working something else into a 'block' such as a defensive throw or somesuch... as well,
dodging may be more beneficial however blocking is *easier*
 
How hard is it to simply skip back a step? Step to the side? Yes it takes some skill to do right, but it isn't actually difficult to get out of the way of a blow...repeated strikes become somewhat harder, but no more so than blocking...generally less so, as you've still relatively free movement... perhaps I simply favor a more movement based fighting style...and agility has served me in relatively good stead...though I do admit my instructor did teach blocking techniques first... however, that had as much to do with getting one the feel for a blade and being used to using it than with blocking being easier. Well, that and inexperienced warriors tend to think with their weapon more than their body and use it at any opportunity...
 
Depends on style and it depends on situation.


Blocking works better for folks who want to stay in place, work on the center line.  


Slips and sidesteps are better if you want to work off the center line, and unbalance an opponent.


A simple side step, or simple turn of face is what you do when you are taking a shot, in almost every style.  It drains energy, maybe just a small bit, but turning with the blow is taught to almost every style.  


Blocks can be combined with simple foot work to be devastating, putting you where your opponent ain't, and opening them up after they've committed energy and then have to recover. Most styles teach this as well, but some folks favor a stand up style that they see in boxing or poorly correagraphed fight sequences in movies, and thus you see it used out there.


I'm not knocking it. If it works for folks, then have at it. Take a pummeling on the arms and be happy. I prefer to work elbows and knees a lot on anything that swings my way that I can't slip, and build up those darned fatigue poisons, but that's me.


Funny thing is, the boxers that I spar against have a generally better footwork and distance skills than most folks I see who train in karate. Guys who are used to getting hit like to avoid it as much as possible.
 
Then again, that's in real life. In the game, it means something different. And that's what Still is looking at. Mechanics. Not real life.


Exalted is a game, and while we can fiddle with it to make it fit our perceptions better, it's never going to be more than an approximation, and hopefully one that is fun, easy to use, and cinematic.


Big difference than real life.
 
I use Power Combat with several modifications, including (but not limited to) changed weapon stats, changed 'ping' damage rules, changed multiple action rules, changed knockback rules, changed intiative rules, etc...
 
Don't have the players guide noboy I know has the players guide have no clue how power combat works
 
Dramatic effect.


Under normal circumstances, such as dealing with extras, I use the basic system in the core book. The only time I use the power combat is when there is a serious fight, or something big is happenning. It kinda gets the point across to the characters that it's about to hit the fan when you change up the system mid session. Which is why I keep track of their power combat stats on hand at all times.
 
Don't have the players guide noboy I know has the players guide have no clue how power combat works
The power combat rules aren't too diffrent from the main rules. All you do is substitute the stats list in the players guide for the original while in power combat. This includes adding the Rate trait to items. A hand to hand weapon's rate is mechanically the same as a ranged weapons rate.
 
Power combat with one mod: the held action penalty made life difficult for speed freaks or flybyers. So you can, pre-initiative roll, choose how much of your Dex+Wits you're counting towards your init. You have to use all your weapon's speed, and any other current bonuses are compulsory, but you can choose to have a lower init if you think it might be useful.
 

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