Techniques
Technique Pricing
The pricing of Techniques in 4e is a little problematic. It's almost always a
better deal to buy up the main skill unless you're really focused on a single
technique. I'd like techniques to be able to provide more differentiation than
that, so I'm adopting the following pricing for the time being (until the
release of Martial Arts, 4e).
The following pricing scheme was suggested by Ze'Manel Cunha on the
sjgames forums. Under this scheme,
treat Off Hand Weapon Training as an easy technique.
| Skill Level |
Easy |
Average |
Hard |
| Default |
0 |
0 |
0 |
| Default+1 |
- |
- |
1 |
| Default+2 |
1 |
1 |
2 |
| Default+3 |
- |
2 |
3 |
| Default+4 |
2 |
3 |
4 |
| Default+5 |
- |
4 |
5 |
| Default+6 |
3 |
5 |
6 |
Original Techniques
These Techniques are my own additions. Some techniques that are unique to a
particular style in my gameworld are introduced in the
section on styles.
Pursue (Hard)
Defaults to DX-3 or Acrobatics-3;
Cannot exceed DX or Acrobatics Skill
When fighting on foot, Pursue allows a warrior to maintain weapon
distance from a retreating foe. After scoring a hit from which your opponent
retreats, you may announce that you are pursuing. This declaration should
be made before your opponent makes his defense roll and you see the results of
your blow.
You may only pursue a single opponent, and pursue may not be used to maintain
close combat with an enemy who has left it. If you fail your roll, you are
off-balance (-1 to active defenses and you may not retreat on your turn).
Ride By (Average)
Defaults to Weapon-1;
Cannot exceed Weapon skill+1 or Riding Skill
The ride by maneuver is used when striking from horseback with a melee weapon
as described in the GURPS
Campaigns on page 397. It is used to overcome the to
hit penalty assesed when the velocity of your mount is 7 or more relative to your
target.
Most of the Techniques from Swashbucklers (which, by the way is excellent
and can be
downloaded from e23) can be included in 4e without any changes.
The following Techniques (including those from 4e) are found in my game.
Attack and Fly Out
Use as written
Bind
The quick-contest to free a weapon from an opponent's bind is a ST-based
contest of weapon skill versus bind skill. Retreating still gives +2.
Close Combat
Allows the use of reach 1 weapons in close combat. Has no effect on weapons
with reach C.
Corps-a-Corps (Body to Body)
Represents grappling, holding and all sorts of other ways to give your enemy
the business while in close combat. The quick contest to escape Corps-a-Corps is
a ST-based contest of weapon skill+2 versus opponent's Corps-a-Corps.
Disarming
Use as written.
Feint
Use as written. When an NPC feints against a PC, I announce the feint, and we
both go ahead and roll. The NPC's roll, however, is kept
secret. So a PC fighter that makes a lousy roll in the quick contest has
a sense that he's out of position, off balance, or whatever that represents and
can react accordingly in the next round.
Lunge
Use as written.
Retain Weapon
Use as written.
Slip
Use as written.
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