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Re: CWT Draft: Military Use Weapons
--- In dq-rules@yahoogroups.com, "redroop1964" <rupert.carus@b...> wrote:
>
> > So thats being able to use a pole arm as a quaterstaff with no
> extra
> > EP cost then
>
> Not too sure about this one. Pole arms generally are quite difficult
> to use, I would suggest that is would work the other way round in
> that a character with pole arm rank would be adept at quarterstaff.
> I feel that someone trained exclusively in quarterstaff would find
> that other pole arms (i.e. with bits of metal on them) balance
> differently. They would also not be familiar with the specific use
> of the hook of a bill for example.
This is what I ment to say, sorry if it came out ambiguous
> > Facinating, is this a general feature of all weapons, is a thrust
> from
> > a sword harder to deflect than a cut? Is it worth implementing into
> > DQ, or would it make things over complicated? Can we think of
> ways to
> > do this simply?
>
> Wide, arcing cuts with a sword or pole arm are much easier to pick
> up, you therefore have more time to react. A thrust comes directly
> at you, usually at the face, neck or arm pits, and normally has the
> whole body of your opponent behind it. At this point it is also
> often within the protective range of your weapon, so you have less
> to deflect with. Furthermore, once the path of the thrust has been
> initiated the target can be changed with little effort from the
> thrusters, which is much harder than picking up a change in
> direction from a broad sweep.
>
> I have a feeling that deflecting is much more appropriate to most
> weapon systems than a direct block. You don't want to put your
> weapons in danger of being broken or blunted. You will find that
> your grip is more easily lost from a block. Deflecting the power of
> a blow means your opponent has a chance of becoming unbalanced.
>
> I am only familiar with medieval weapon systems but have a lot of
> interest in earlier periods, especially Viking age and Rome. With
> both of these types of fighting the weapon system consisted of an
> offensive weapon and a defensive weapon. Legionaries were trained to
> fight in close formation with short sword and large shield, I do not
> know how well trained they were to fight with just a sword if they
> lost their shield (I suspect that the Romans being the ruthless
> maniacs they were a legionary who lost his shield on the battlefield
> was expected to fall on his sword!) Vikings were expert swords men,
> but their style of combat also meant that the shield was used to
> attack as well as defend. The shield is the classic example of where
> a deflect is much more effective than a block. Simply stopping a
> sword blow on your shield is possible but will soon were you out and
> wreck your shield. Using the shield to aim a deflecting blow at an
> incoming sword will send the blow very wide thus opening a gap for
Is there an easy way to model this in DQ or is it too complicated?
> > Ok so its more of a deflection than block? If so this seems like a
> > good arguement for adding weapon ranks to the defence, (ie its
> > something that adds to your defence but does not interrupt your own
> > attack as an evade would)
> >
> I am not sure that it is, the DQ combat system was designed as a
> simulation of real combat, each round is taken to mean a series of
> feints, blows, parries and ripostes. As such having any skill with a
> weapon should be reflected both offensively and defensively.
I thought that's what I said, you've got me confused now :--). Should
it be cumulative with a shield? would you deflect some with the shield
and some with your sword (for example)
> The
> more skilled you are the better your chances of harming your
> opponent, which after all is the primary objective of antagonistic
> combat.
> >
> > Thanks for your contribution, I look forward to your future posts
> >
> > David
>
> Regards
>
> Rupert