what is the ST required to wield a 2h flail flawlessly

dimanche 5 avril 2015

In my group this discussion came up, with some people claiming you would need twice the minimum st to wield a flail (26) to be able to attack and parry with it every turn.



But I found kromm saying the following



http://ift.tt/1NUh5U7


Quote:








Originally Posted by Kromm (Post 1333504)

Weapons that become unready after attacking are rare in Fourth Edition, as we changed most weapons which worked that way in Third Edition to weapons that merely cannot attack and parry on the same turn (Parry of "U" and no "‡" on ST). The latter class can strike and then parry if one opts for a Defensive Attack (Martial Arts, p. 100) or a Rapid Recovery (Martial Arts, p. 131). The few weapons that still do become genuinely unready ("‡" on ST) are, realistically, grossly inappropriate for defense; e.g., a maul is a massive, rock-breaking sledgehammer that's swung in huge, clumsy arcs. Such weapons rely entirely on damage and/or Reach – that is, you should strike and step back to where you can't be hit, strike from behind friendly fighters, or hurt the victim so badly that he can't hit back.



Still, there are workarounds.



First, polearms only suffer this effect on a swing. When you thrust with the spear point on, say, a glaive or a halberd, you aren't unready, and can exploit Defensive Attack or Rapid Recovery. There's nothing wrong with extending this to Two-Handed Axe/Mace weapons; see the second attack line for the gada and tetsubo for examples of what the stats would look like. Mauls should be able to do the same thing, although that means sacrificing half of your Reach and most of your damage.



Second, enough ST makes this irrelevant. Granted, that means ST 20 for a maul. However, anybody who wants to "fence" with a maul pretty much has to be that strong. It isn't a light weapon for the lightly built.



Finally, there's switching to a lighter, less-crazy weapon. The round mace is a small maul – a kind of hammer, and far closer to what an archer would use to pound in a stake anyway. It can be used in two hands, and doesn't become unready after a swing when wielded that way (see Low-Tech, p. 70). If you use your hammer in two hands, it does sw+3 instead of sw+2, meaning that the damage reduction for a Defensive Attack that still lets you parry makes it only marginally less effective than swinging it one-handed.




The comment about Mauls specifically led me to believe that you can turn a 0U 2h wpn into a 0 if you have 1,5 times the minimum strenght as long as you are using it on two hands.



If think they have confused the fact that someone with st high enough can wield a 2h in 1h and then with even more st wield it with no unbalanced penalty in one hand with some sort of universal progression affects 1h and 2h equally. When in fact all 0U weapons will be balanced if you have 1.5 times the neceasary str, the twice as many st rules are a further progression point if you are taking a 2h and using it 1h.



So my interpretation someone using a 2h flail on two hands and having 1.5 the listed ST would attack and parry normally every turn.



A question I pose is how SM+1 would affect this assuming the charactet is using a human sized 2h flail.



Thanks

what is the ST required to wield a 2h flail flawlessly

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