I have been thinking about the hand to hand skill for a while now. I would like to share some thoughts and Ideas and hear your input.
- Hand to hand works in conjunction with enhanced damage, it should not. I can pull back and choke down on the shaft of a weapon to increase momentum without fear of repercussion from the increased swing, my hand would surely be damaged by "enhanced damage". Ninja being the exclusive class. Monks and Blade masters use anatomy.
- Hand to hand could be made to work in conjunction with dual wield if enhanced damage did not cause melee hand to hand to out damage monk hand to hand.
- Hand to hand could be given its own warrior lore as well, something akin to the shield master lore, allow for certain automatic maneuvers. Perhaps something gecko roman in nature, arm bars, ankle locks, or even a suplex.
It just seems an area we could explore. Keep in mind, if you are thinking any of this seems over powered, that weaponless means no added hit/dam. Something that may need addressed for the choice to be viable.
Enhanced damage represents a knowledge of how to get the most affective blows in, not a way of wielding a weapon.
I was hoping for a slith bonus. JK.
8 hours ago, Fool_Hardy said:
Keep in mind, if you are thinking any of this seems over powered, that weaponless means no added hit/dam.
Not necessarily.
Hint: monks don't wield weapons but they still get added hit/dam.
Monks get added hit/dam through their beads which is a held item no other class can use and make it effective. I think in this situation he means pure hand to hand combat since the only other race in the game who's limited to just hands is Illithid and they can't use beads as well. Though they have access to other held items that would be a bonus for them like +HP regen, +HP, and many others, where as other classes are hindered by holding those items. Invoker may be capable of holding them since they don't have shield block or dual wield, but unless that weapon is is a staff, it's not going to hold a decent charge and their parry defense sucks ass too. Monks wielding anything other than their beads means they have a disadvantage because it then starts hampering their attacks.
In regards to a Warrior Lore, I think it would be interesting to see how it's played. Perhaps a defensive style that has a chance at deflecting the attack of his opponent into themselves when the class is about to land an enhanced strike, causing the pain to instead be landed upon them. Because you're stabbing yourself and the awkward angle in which it was shoved back into you, it may cause a bleed effect, or even poison depending on the weapons being deflected. You could also make it so that less than 1% chance you'll instead break their arm causing a weakened state upon their opponent, breaking a leg hampering movement, snapping a couple ribs causing an asphyxiation type of attack, or a bloodied brow that causes a veil affect rather than a blind affect. Depending on the severity of the cut though it may cause blindness for 0-1 ticks.
My question is twofold. Why and what would this add to the game?
Have you ever seen a self defense class (non-adcanced martial arts)? There are many which give insight and advice on how and what to do in many situations when you are unarmed. At some point in every single one that goes over what to do when someone comes at you with a knife. The answer is always the same. Run.
Why would a warrior, for instance, in FL ever try to fight someone carrying a sword with their bare fists? To me it does not make sense to the class or the lore of the game. Monks developed specific techniques that through the course of their learning and growth specifically allow their focus to be fighting armed enemies with their fists. Warriors would be one beefy dude running at a guy with a knife. Guess which one is getting stabbed.
I don't see it adding anything in particular besides a move toward the flavor of a brawler or a grappler. That is a cool goal with neat possibilities, but like monk I feel like it would need to be it's own entire class in order to hit the mark.
It was inspired by a sword master actually.... Because I like his style.
For your viewing pleasure.
Yes blood and sand was great. But that's a last resort, not a fighting style. That's more like getting a lucky roll on normal hand to hand skill when you get disarmed.