tag:blogger.com,1999:blog-3221587901988152582.post8061109542260066331..comments2024-03-26T11:29:49.858-04:00Comments on Panda Gaming Grove: Earthdawn: Anatomy of a Discipline 03 - The SwordmasterMorgan Weekshttp://www.blogger.com/profile/14510056783865452328noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3221587901988152582.post-16287055538145737262012-10-24T08:43:24.405-04:002012-10-24T08:43:24.405-04:00But if you have a high Maneuver rank and decent De...But if you have a high Maneuver rank and decent Dexterity, and add some karma dice to the flavor (for both Maneuver and Riposte/Parry tests, if needed), you could also boost your Spell Defense this way. You need to avoid getting hit, and a simple spell or magic ability can ruin your plan.<br /><br />As for the Minimum Damage, we always used the total damage step (Strength+Weapon) as the minimum. It worked well, (especially against our characters at times) and there was no whining after an epic 40+ attack roll with measly single-digit damage. Using only the weapon damage step seems a bit harsh, especially for those who favour smaller weapons.Kothttp://usmiechkota.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-3221587901988152582.post-63705830452702512272012-10-23T13:38:32.262-04:002012-10-23T13:38:32.262-04:00That's good advice; there are a number of ways...That's good advice; there are a number of ways to prevent getting hit while setting up Maneuver and it is pretty important to pull it off (otherwise your turn is wasted). Though it will not take that long for your Maneuver result to surpass your physical defense, particularly if you spend Karma on it. <br /><br />This is from memory, but the Defensive Combat option largely seems like a wash when combined with Maneuver. It will boost your physical defense, but reduce your Maneuver result by the same. It will improve your Spell Defense, but any active defenses you attempt during that time, such as Parry or Riposte, or even Acrobatic Strike or Anticipate Blow to further boost your physical defense, will have a -3 penalty to them.<br /><br />I really like Swift Kick as pretty much any additional action is a good thing. Swordmasters can have a rough time capitalizing on it compared to Warriors (particularly when they get Crushing Blow). Unfortunately, the minimum weapon damage option will not help with Swift Kick (or most any unarmed combat; exceptions for elves with warrior scarves, t'srkang's tail combat and windling nail boots), nor will it benefit from high strength. It uses only the base damage step of the weapon.Morgan Weekshttps://www.blogger.com/profile/14510056783865452328noreply@blogger.comtag:blogger.com,1999:blog-3221587901988152582.post-61488907948604457012012-10-23T11:30:46.494-04:002012-10-23T11:30:46.494-04:00A short tip:
If your GM allows it, Swift Kick co...A short tip: <br /><br />If your GM allows it, Swift Kick could be a great way of delivering Combat Option attacks, like Attacking to Knockout, or Called Shot (to sensitive or embarrassing areas). <br />Also, if you aim to subdue an enemy by Attacking to Stun, and the enemy in question doesn't quite return the favour, a bonus attack can be a real boon, even if the damage is low. With the optional "minimum Step damage Good attack result" rule it could be more useful for high-strength characters (orks, or dwarfs).<br /><br />Also, when you get a low Maneuver result, you can benefit a lot from the Giving Ground combat option, and if you REALLY want to avoid getting hit, and trust your dice, combining it with Defensive Combat is the way to go. Especially since you won't be attacking that round, and by the next one, the penalty will be gone.Kothttp://usmiechkota.wordpress.comnoreply@blogger.com