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Mordomacar

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  • Runes

    Since we do not need only physical consistency but also some "balance" (speaking in game terms) I'd suggest using the 2) of gunner, meaning the lift rune will only counteract the gravity and this not to full effect, meaning the sword will be easier to lift and carry but not to swing in combat. Otherwise we'd have a Super-Combat-Buff-Rune.

    Posted 08 Mar 09 in Forum for Adventurers

  • Ages

    Power Attack.

    Posted 12 Feb 09 in Forum for Adventurers

  • Main Character Fighting Styles

    I agree about Fell about upgrading armor and not using polearms, however I think a shield isn't that unfitting. About his weapon choice: First years may not bring weapons (so no taking an axe/scythe from home) and the second years start off training with swords, so he had to get one. What I meant about the money is that he is unlikely to buy another weapon since he has one now.

    Maybe Averi is more athletic than I thought (I read back after reading your answer).

    About Rai: Well, what I said in my first post is practically the same: a fencing sword or a rapier, maybe a two-weapon style. You are more specific, probably in a right way.
    But I LOVE what you said about him using his charme: great idea!
     

    Posted 25 Jan 09 in Forum for Adventurers

  • Questions and Comments

    Oh, and what I wanted to say:

    I don't know much you hav to do with medieval weaponry, fighting styles, armor and so on. Since I have some experiences with original european medieval martial arts I just wanted to tell you that if you have any question about techniques (how they work, hw they look etc) or anything like that I'd be glad to provide you with information and/or description.

    I am sure on these forums are people wo know even more about it than me, but I just wanted to make the offer.
    I have been inspired by the discussion in the favorite character thread, because it is obviously right what has been said: If the rankings are fought unarmored anyone with a rapier or similar weapon will have an advantage against someone with a sword.

    Posted 15 Jan 09 in Forum for Adventurers

  • Poll: Who's your favorite character in SFA?

    It is bad enough in my opinion, especially on a hot and sunny day. Since you will probably be wearing a gambeson and some chainware under it, you'll need at least one person to help you get in and it will take more than 15 minutes (I once needed 45 with one helper). If you are in that thing, you weigh one-half of your own body weight more than usual and it is quite difficult for you to get down and stand up or to get your hands up to your head. The helmet will reduce your sight very much. Now imagine you have to fight in that thing, meaning moving fast, reacting fast, probably even running fast for some hours. Sure, the weight is spread around your body, but that just means your whole body is heavy now. You can sure move well (more or less), you can run (not as fast though) and you can even do acrobatics if the armor has been tailored for you, but it is tiring, you will sweat and lose much water, you won't be able to see things beside you and so on.
    I have been to the Drachenfest (LARPing in germany) wearing full plate and fighting at 32°C in the sun, running around, walking around etc. That wasn't funny. And those weapons weigh nothing, if my sword and shield would have been real...
    People wear that stuff, because they have to or they'll die. But there isn't much fun in it.

    Posted 13 Jan 09 in Forum for Adventurers

  • Phase Two - Writing for Adventurers

    Thank you for your answers so far.

    No need to apologize. It is your world, Im just exploring it.

    What I wanted to say abot the abilities: The stat array you are using is basically the same as in D&D. In D&D, ability scores themselves do not matter that much, it's the modifiers they set which effect gameplay. An ability score of 8-9 has a -1 modifer, a 10-11 +0, 12-13 +1 and so on, meaning that about 10 is average and 18 is nearly inhuman. Now as you can see, the modifier will change on each higher straight number while an odd number changes nothing. That way, if your Strenght raises from 12 to 13, nothing happens. However from 13 to 14 your modifier gets higher, you've become stronger in a way that affects your effectivity. Because of that, I tend to see a straight number as more static, an odd number represents the potential of fast growth, since you have to raise that ability for only one point instead of two to attain a new modifier. I wanted to know if I can use this interpetation when assigning my scores.

    I knew about the curriculum and weapons, since I actually read your book. My question wasn't particularly centered on first-years, but even in unarmed basic there can be fundamental differences between e.g. soft and hard. And techniques with practice sword won't be that far away from those with real ones, or they'd be useless. Moreover, I'd like to know about the fighting traditions in Easden and your world in general, too, maybe with comparisons to the real world (If you can tell without too much spoilers).

    (P.S. If I sound agressive: it is not meant like that)
     

    Posted 05 Jan 09 in Forum for Adventurers

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