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DFRPG / Re: Offensive options for physical combat, or "Is Fists made of Fail?"
« on: February 28, 2011, 11:28:58 PM »
Fists tends to be more useful for the non-vanilla critters out there that can pick up things like Claws (possibly with the addition of Venomous)
After all, if bare hands and feet were as good for combat as a high-powered assault rifle, humans wouldn't have gone to all the trouble to invent the damnable things
a few notes on the details of your assessment, though:
"'brass' knuckles" can be easily argued as a reasonable tool to use with the Fists skill to gain a weapon:1 attack as well as the potential to satisfy catches
it's the most easily justifiable skill with which to perform a maneuver to switch to Might for a grapple
evocation really isn't in the same ballpark
using it forces the conflict into rocket tag, as your self-inflicted stress hastens your own defeat unless you pop the opponent first
it requires multiple skills at high levels to use effectively
it comes with the risk of backlash and fallout
Laws of Magic
BUT: can easily be used to justify far more diverse effects (diverse maneuvers, exchange-spanning blocks and even armour without additional actions, better spray attack options)
can't be disarmed
After all, if bare hands and feet were as good for combat as a high-powered assault rifle, humans wouldn't have gone to all the trouble to invent the damnable things
a few notes on the details of your assessment, though:
"'brass' knuckles" can be easily argued as a reasonable tool to use with the Fists skill to gain a weapon:1 attack as well as the potential to satisfy catches
it's the most easily justifiable skill with which to perform a maneuver to switch to Might for a grapple
evocation really isn't in the same ballpark
using it forces the conflict into rocket tag, as your self-inflicted stress hastens your own defeat unless you pop the opponent first
it requires multiple skills at high levels to use effectively
it comes with the risk of backlash and fallout
Laws of Magic
BUT: can easily be used to justify far more diverse effects (diverse maneuvers, exchange-spanning blocks and even armour without additional actions, better spray attack options)
can't be disarmed