luke
10-30-2003, 06:02 PM
Through constant playtesting of the melee system over the last year, I've noticed that Charge is over used and Push is under-used. I can only attribute this to the slight mechanical differences between the two. I think these adjustments both make simpler and enhance the utility of the maneuvers.
CHARGE/TACKLE
Using this maneuver a character attempts to bodily hurl himself onto his
opponent in an attempt to knock him down or off balance. Test character’s
Power vs opponent’s Natural Defenses Speed or Power. If the Charging
character wins by one success, his opponent staggers back one pace and is at
+1 Ob for the next volley. If the Charging character wins by two successes,
his opponent is knocked off his feet and falls to the ground.
The Charging character must choose, before he charges, whether he wants
to tackle his opponent and attempt to “go down with him” or whether he is
going to stay off him and just knock him down. Character’s that choose to
tackle, are considered “on the Inside” if the Charge is successful. See Get Inside
below for more on that.
In order to perform a Charge a character must have enough room to sprint
into his opponent — at least a few paces between them. This distance and
momentum gives a +1D advantage. For each additional volley sprinted—
picking up momentum — he gains +1D to the Charge, at maximum of half
his Speed (rounded down). If a Charge action is performed while two characters are right next to each other, then it is simply considered a Push.
Charge is a neutral maneuver. If a Charge is failed, then the acting character
must hesitate for the following action.
PUSH
Using his physical force, a character attempts to topple another character
from his feet. Test Power vs Power or Speed (defender’s choice). If the
character wins by one success, his opponent staggers back one pace and is at
+1 Ob for the next volley. If the Pushing character wins by two successes,
his opponent is knocked off his feet and falls to the ground.
Push is a neutral maneuver and can be done from the striking distance. Sprinting while Pushing is considered a Charge maneuver.
CHARGE/TACKLE
Using this maneuver a character attempts to bodily hurl himself onto his
opponent in an attempt to knock him down or off balance. Test character’s
Power vs opponent’s Natural Defenses Speed or Power. If the Charging
character wins by one success, his opponent staggers back one pace and is at
+1 Ob for the next volley. If the Charging character wins by two successes,
his opponent is knocked off his feet and falls to the ground.
The Charging character must choose, before he charges, whether he wants
to tackle his opponent and attempt to “go down with him” or whether he is
going to stay off him and just knock him down. Character’s that choose to
tackle, are considered “on the Inside” if the Charge is successful. See Get Inside
below for more on that.
In order to perform a Charge a character must have enough room to sprint
into his opponent — at least a few paces between them. This distance and
momentum gives a +1D advantage. For each additional volley sprinted—
picking up momentum — he gains +1D to the Charge, at maximum of half
his Speed (rounded down). If a Charge action is performed while two characters are right next to each other, then it is simply considered a Push.
Charge is a neutral maneuver. If a Charge is failed, then the acting character
must hesitate for the following action.
PUSH
Using his physical force, a character attempts to topple another character
from his feet. Test Power vs Power or Speed (defender’s choice). If the
character wins by one success, his opponent staggers back one pace and is at
+1 Ob for the next volley. If the Pushing character wins by two successes,
his opponent is knocked off his feet and falls to the ground.
Push is a neutral maneuver and can be done from the striking distance. Sprinting while Pushing is considered a Charge maneuver.