Tsk. See. If you hadn't told them that, they'd still be worrying. In their desperation, they might have come up with something brilliant we could use instead.higgins wrote:There will not be any variable ACs based on proficiency.

Tsk. See. If you hadn't told them that, they'd still be worrying. In their desperation, they might have come up with something brilliant we could use instead.higgins wrote:There will not be any variable ACs based on proficiency.
That's the definition of skullduggery!Agamemnon wrote:Tsk. See. If you hadn't told them that, they'd still be worrying. In their desperation, they might have come up with something brilliant we could use instead.higgins wrote:There will not be any variable ACs based on proficiency.
First a question. If proficiencies are supposed to be styles representing how you fight, shouldn't maneuvers like Half-Swording and Reverse Grip be Proficiencies instead?Agamemnon wrote:So we're clear: I'm not hellbent on variable activation costs. However, if the design goal is "make it worth it to learn multiple proficiencies for the same weapon" (which is desirable if the proficiencies are supposed to be styles representing how you fight, rather than "with what") then the topic of "how to differentiate proficiencies when the maneuvers seem to be fairly universal" is one in need of exploration
About that penalty. How about making the roll at Ob+1? Since combat rolls are Contests, that means reduce total Successes by 1 when "you're trying to do something outside of that specialization".Agamemnon wrote:As an alternate approach in the vein your suggestion, we could change the philosophy behind assigning proficiencies maneuvers. Instead of assuming that the associated maneuvers are "what that proficiency can do," we could assume every proficiency can do everything that the weapon used is capable of, but the listed maneuvers are the ones that the proficiency specializes in. We'd then say that if you're trying to do something outside of that specialization, it was penalized somehow.
Well that's actually +2CP, that's the difference this Emphasis makes. And is this OP? Additional dice are cool, but they only apply when you have Reach Control. When you don't, your opponent has the edge, because he can use his Emphasis (assuming he uses something different) any time (or most of the time).Benedict wrote:Especially Spear using Precise Thrust at +4CP is OP beyond reason when compared to other Proficiencies.
In essence +4cp is like making every available maneuver free and then some.
I was explicit: Especially Spear using Precise Thrust at +4CP is OP beyond reason when compared to other Proficiencies.Korbel wrote:Well that's actually +2CP, that's the difference this Emphasis makes. And is this OP? Additional dice are cool, but they only apply when you have Reach Control. When you don't, your opponent has the edge, because he can use his Emphasis (assuming he uses something different) any time (or most of the time).Benedict wrote:Especially Spear using Precise Thrust at +4CP is OP beyond reason when compared to other Proficiencies.
In essence +4cp is like making every available maneuver free and then some.
It depends on whether you expect facing mostly shorter, or equal weapons... If the former, it's indeed "better" to choose Spear style, exploiting the length of the weapon with this technique. But what if know that your opponents will be armed with Extended-reach weapons? You can't take advantage of your reach. At the same time, a halberdier using Polearms Proficiency can use Expulsion and Beat at 0AC against every weapon, no matter who's in Reach Control ATM.Benedict wrote:Why should I make a halberdier with Polearms 10 when Spears 10 RAW is so much better, both Emphasis-wise and Maneuvers-wise?
POLEARMS wrote: Leverage: Expulsion (ac1) & Hook (ac1) are free.
Maneuvers: Beat (ac2), Hook (ac0), Trip (ac2), Wind(ac1); Deflect & Strike (ac2), Slip & Strike (ac1)
So, Spears get the same Maneuvers as Polearms plus 3 more. That means you can also use shields. Not only that, you can alter their Reach with Reverse Grip, ensuring that even with equal weapon lengths you can get that +4cp. So, what is the one reason that aforementioned halberdier should be getting Polarms in the first place? Cos "AC1 Expulsion and Hook are free" is a joke compared to +4CP.SPEARS wrote: Reach Control: +4CP
Maneuvers: Beat (ac2), Bind & Strike (ac2), Hook (ac1), Shield Bash (ac0), Trip (ac2), Wind (ac1); Deflect & Strike (ac2), Slip & Strike (ac1); Reverse Grip (ac0/1)
But wait, we were going to create a halberdier, he's not going to use any shieldsBenedict wrote:That means you can also use shields.
Well Reverse Grip is intended for one-handed weapons, you can't do this with a halberd. I'm not even sure if spears can be reverse-gripped (they're technically two-handed weapons, just usable with one hand at penalty... yeah, Agamemnon should clarify I guess).Benedict wrote:Not only that, you can alter their Reach with Reverse Grip, ensuring that even with equal weapon lengths you can get that +4cp.
Why?Korbel wrote:But wait, we were going to create a halberdier, he's not going to use any shieldsBenedict wrote:That means you can also use shields.
Reverse Grip Spear? One of the oldest tricks around.Korbel wrote:Well Reverse Grip is intended for one-handed weapons, you can't do this with a halberd. I'm not even sure if spears can be reverse-gripped (they're technically two-handed weapons, just usable with one hand at penalty... yeah, Agamemnon should clarify I guess).Benedict wrote:Not only that, you can alter their Reach with Reverse Grip, ensuring that even with equal weapon lengths you can get that +4cp.
Not possible with BoB rules, so it's not really the subject of our discussion.Benedict wrote:As you can see Halberds were used with shields.
For me it doesn't fall under "Reverse Grip" technique, but let's just wait for a clarification, OK?Benedict wrote:Reverse Grip Spear? One of the oldest tricks around.
As I said above, not possible under RAW with a halberd, but quite possible with a billhook.Korbel wrote:Not possible with BoB rules, so it's not really the subject of our discussion.Benedict wrote:As you can see Halberds were used with shields.
Which means that the halberdier could be carrying a heater or a norman shield, get the passive bonus, and fight with the halberd using Polarms 10.Guiged: A guige is a long leather strap that hangs over the neck or shoulder, allowing the shield to be worn when not in use. Shields with a guige can be used passively in combat, allowing the shield-arm to support a two-handed weapon.
When used passively, they still provide their favoring bonus to the shield arm and count as cover as normal for ranged attacks, but cannot be used for shield-based maneuvers, including Block. Switching between active and passive use is
is free at refresh between phrases, or 1AC between tempos.
What clarification? Spears can be used one-handed (Agile), Spear proficiency has Reverse Grip, what's left to clarify? After all spears could be used both one- and two-handed, they were not strictly two-handed weapons. In fact most infantry were trained to fight with a spear and a shield.Korbel wrote:For me it doesn't fall under "Reverse Grip" technique, but let's just wait for a clarification, OK?Benedict wrote:Reverse Grip Spear? One of the oldest tricks around.
BTW... when using a spear one-handed, shouldn't the range change to Long? Have you ever considered that, guys?
REVERSE GRIP wrote: Hold a one-handed weapon in an over-arm or ice-pick grip. Reduces the weapons length category by 1 and makes the Parry maneuver disadvantaged, but allows the Power Swing maneuver to be used as a Thrust. A Power Swing cannot be combined with a Precision Thrust.
Switching grips is free at refresh, but has an AC1 between maneuvers.