AlabasterKnight wrote on Sep 22
nd, 2012 at 10:29pm:
Nemo_the_Clown wrote on Sep 22
nd, 2012 at 3:28am:
1) I think you misunderstand. The Bear Hug move would be instead of a standard grab. The Bear Hug is harder to perform, however it gives you half the damage initially (instead of just a grab, which would be a special attack and no damage). Even if the victim is stronger, that doesn't necessarily mean he won't be hurt by the squeeze, imo. Nor will he guarantee the breakout just by being stronger.
2) Okay?
3) Obviously depending on situation it might be moot point. However, it is a good general rule.
4) This is mainly to force the PC's to think twice/use tactics when there is a hostage situation, making rescues tougher.
5) Again, a general rule. It would change based on situation, what is used to blind, etc.
6) I agree. I'll re work this one.
7) That looks pretty good.
8-9) We're going to have to agree to disagree on this one. I think pushing yourself is a cool mechanic, and a hard decision (not a no brainer) especially for long combats.
10) Maybe the half damage to someone untrained sounds good. I didn't think of a different positive end besides an increased knock out percentage but wanted to add the maneuver. Maybe a high chance to break a nose?
11) I like the idea of it being based on knockback (i.e. Basic Hits counting, as it WOULD be harder to knock down a super large foe).
15-16) I wanted to make it harsher for not just a bleeding wound, but a throat cut. Also gives a little bonus to those who have high detect danger (or train in it), as no one would want to get snuck up on with the ability to get your throat cut!!
Thanks for all the feedback, I do appreciate it. Anyone else?
Not being snarky but,
1) I think
you misunderstand. A 'Bear Hug' move
is a standard grab that isn't really harder to perform unless being attempted head on, just requires both arms. Usually someone will try this from the rear and by surprise to gain a to hit bonus, but it doesn't do any more damage than the normal HTH limit of the character applying the hug/grip.
You're right if the victim is strongerthat doesn't necessarily mean he won't be hurt by the squeeze, but his opposed Strength may negate any damage. There is no guarantee that he or she will breakout either just by being stronger, but the chances are much better. The special effect of a bear hug is
not damage, but
immobilization.
2) It's a HTH attack while moving and doesn't confer any special bonus not already covered in the rules... no need for a mechanic, but if you want to call it a bullrush, okay.
4) Agreed. But if a victim/person is vulnerable to this, it becomes a roleplaying moment; you don't need a hard fast set of numbers that the player's can rely on to prevent you from punishing them when they do something stupid. If the players have a plan, then initiative and guile will be the winners in a hostage situation.
5) It also depends on the opponent's sight sense, how it functions and whether it needs to be protected.
8-9) Pushing yourself
is a cool mechanic, but
it doesn't make you more than you are, just allows you to focus what you have or endure where you should not..
10) Someone who is trained doesn't worry about damage to their self because they are trained and know how to do the maneuver without messing it up, just like any other martial strike.
15-16) The bleeding thing is the problem, the cut is just a wound. The effect your looking for is that coup-de-grace in your other -- a cut throat is a coup-de-grace maneuver...
The main thing about the things you propose (obviously, this is opinion and in your house, you are king!) is that you are introducing extra damage and opportunity where there shouldn't be any, and in the bear hug, you're actually introducing a limit (half damage first round?)
I think a wrap around would be harder than say, the hulk snatching someone up by the foot. You could do a normal grab with one hand, as opposed to the bear hug (an obvious two). Which would reflect the -2 to hit. Adding another mechanic for someone who is strong to negate damage will just make combat run
even slower. I don't feel its necessary.
There's a mechanic? For my formula I invented? This is news to me. Seeing as how you missed it, I'll re share: "Knockback is calculated using the formula DMG - Basic Hits instead of Hit point Damage - Basic Hits."
4) As a player, I'd much rather know what I was up against, instead of it just being "the almighty GM's call." Number/rules help the GM when he is overwhelmed with other crap.
Pushing yourself absolutely DOES make you more than you are. Have you never been to the gym, sir? That's the mechanic behind it. There is a plot line in Teen Titans where Cyborg goes through depression because, after his cybernetics were implanted, he actually
had limitations. You can always push yourself beyond your ability.
The reason for these mechanics isnt to bog the game down, it's to give players the ability to do their own thing, and have every combat a little different. When characters have only one attack form, combat can get boring pretty quickly.
Ever done one of these? In the words of Paul Blart; "Nobody wins with the headbutt." Although it helps a lot if you hit your opponent right at the bridge of the nose, it mostly backfires when you miss your strike, or go skull to skull.
How is the bear hug a limit? It's giving a "higher risk = higher damage" option for grabs. And it's purely opinion that I shouldn't introduce higher damage. Some groups have PC's with 100+ is most stats. Some play low powered. Most, to my knowledge, are mid level. I don't mind throwing a tiny bit more damage in order for PC's to get more fun and versatility out of combat.
I appreciate the input. Actually, believe it or not AK, you've helped immensely. You're showing me that 80% of the problems that might come up with these, are stuff I can deal with. And the other 20% will be tweaked and modified.
Anyone else?