I was thinking that could it be possible to split the combat were having to
two different styles. Those styles would be, for example, chaotic/orderly
fighting. These styles would differ from each other slightly, like chaotic
fighting would give +dam +hit, but the person using it would also take more
damage. Those bonuses would come from the fact that while fighting chaoticly,
one wouldnt think of his/hers/its next move and so those hits would be a
little harder to defend against.
Orderly fighting would give something like -dam +def +crit. This would come
from the idea that fighting orderly wouldnt hit so often and would defent
themself more while waiting that good spot to hit, thus making more damage.
These different styles could be implemented so, that while advancing in guild,
at some point one should decide if he/she/it is going to be more defensive or
offensive. This could also go to such an extend that a person could train some
skills higher and some lover than the defensive counterpart and vise versa.
If you look to any serious thesis on the martial way it is quite clear to note
that a calm state of mind, or orderly as you say, gives nothing away to
undisciplined rage. The combatant that keeps a clear head and uses startegy
to his advantage will be able to strike much more effectively than one who
fails to do so. Perhaps I misunderstand your post. . .
If you look to any serious thesis on the martial way it is quite clear to note
that a calm state of mind, or orderly as you say, gives nothing away to
In most things gambling is possible. So if you take great (foolish) risks in
battle, it will go differently than otherwise. I believe barbarians are
currently most trained in this..
A calculated risk may allow one to achieve victory, where as foolish action
garuntees defeat. Calculated risk might be represented by the lure skill
barbs have.
A calculated risk may allow one to achieve victory, where as foolish action
garuntees defeat. Calculated risk might be represented by the lure skill
barbs have.
Close combat is never a taken for granted thing. Slipping on the floor may
drive your opponent through your sword. Foolish action may give an easy win.
It's all a mess of unpredictability, luring, lucky strikes, abusing mistakes
and appearances.
-heal all from Thanril Well then! As applicable to the type of combat that
takes place in mud I would reference a few books: The Art of War, A Book of
Five Rings, and any of Bruce Lee's writings. I could reference my own martial
arts experience, but I will wait until I have a dojo with my name on it first.
Anyhow, I firmly believe that there are several things one must posses to be
effective in combat. Speed, Strength, Skill, Timing and Strategy. Skill and
timing are trained in guild, speed and strength are a function of race,
strategy is a function of the players knowledge of the game and usage of
skill/spell in combat. The last factor would be luck. Luck can sometimes
circumvent the other factors, but is not something to be counted upon. I was
merely attempting to say that recklessness may get you lucky, but is more
likely to just plain get you killed.