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Messages - sirpercival

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461
Percival's Plenitude / Re: Bladecraft Mechanics
« on: June 14, 2017, 11:20:55 AM »
Learning Techniques & Complexity

Each blade technique has a certain "complexity", which is a measure of how difficult it is to learn and execute. Technique complexity comes in four categories. Basic techniques are the easiest and simplest, and are the first techniques that any student of Bladecraft learns. Techniques of Moderate complexity are more difficult; learning a Moderate technique requires a Base Attack Bonus of +6, 9 ranks in Bladecraft, and knowlede of at least eight Basic techniques.

Advanced techniques are the product of hundreds of hours of effort and training, and are the mark of a Blademaster - casual students of Bladecraft almost never master even a single Advanced technique. Learning one require a Base Attack Bonus of +11, 14 ranks in Bladecraft, and knowledge of at least eight Moderate techniques.

The true pinnacles of Bladecraft spend years of dedication to their art, training against groups of lesser Blademasters, armies of students, and even horrifying beasts to develop and comprehend Expert techniques. Each Expert technique requires a Base Attack Bonus of +16 or higher, 19 ranks in Bladecraft, and knowledge of at least eight Advanced techniques to learn.

To learn blade techniques, a character must have proficiency in at least one martial weapon, and must have at least 1 rank in Bladecraft. A character who wishes to study Bladecraft can learn 4 blade techniques with Basic complexity when their Base Attack Bonus is at least +1, and may learn another technique at every level at which their Base Attack Bonus increases. Additional techniques may be acquired through feats, substitution levels, or by gaining levels in prestige classes; these means are all described in the relevant sections below.

(click to show/hide)

While anyone can become a student of Bladecraft regardless of age or experience, those who begin earlier in their career achieve greater heights than those who start later in life. A character who takes their first rank in Bladecraft when their Base Attack Bonus higher than +1 learns 4 Basic techniques, but does not retroactively learn techniques for previously-gained levels in which their Base Attack Bonus increased.

It is recommended that the first four techniques a student of Bladecraft learns include at least one Form, one Assault, and one Parry. However, the only absolute requirement is that one of the four must be a Form; otherwise, the student would not be able to use any other blade techniques, due to tag requirement(s) (see below for details).


462
Percival's Plenitude / Re: Bladecraft Mechanics
« on: June 14, 2017, 11:15:20 AM »
Blade Techniques

The primary components of Bladecraft are known as "blade techniques". A blade technique is some useful bit of combat prowess, which can be used to attack, defend, or simply carry oneself in day-to-day life. Note that while the word "blade" is incorporated heavily into the description and mechanics of Bladecraft, it is not restricted to swords or other bladed weapons - with some exceptions (see the section on Tags, below) any melee weapon can be wielded when using blade techniques (though some weapons will be more effective for certain techniques than others).

While blade techniques bear some similarities to martial maneuvers and stances, the philosophical approach to battle between Initiators and masters of Bladecraft is quite different. An initiator sees each round of combat as a discrete unit, and has a number of specific actions that they can take in a given situation. While it is relatively easy to change between different sets of maneuvers, in a given encounter an initiator has access to only a small subset of the maneuvers they know.

In contrast, a student of bladecraft views combat as a continuous progression, flowing from one to the next in an unbroken chain. The blademaster has access to every blade technique they know at all times, but the available techniques in any given instant are determined by the techniques used earlier in the encounter.

While some techniques are particularly effective or ineffective against an opponent who is also using blade techniques, all are quite effective against "unskilled" opponents (i.e., those not trained in Bladecraft). Techniques come in three types:
  • Forms, passive techniques which lead into others;
  • Assaults, offensive techniques which involve attacking your opponent; and
  • Parries, defensive techniques which counter an opponent's attacks and/or blade techniques.

Bladecraft in its entirety is as useful for defense as for offense. The skilled practitioner of Bladecraft will use a variety of Forms, Assaults, and Parries in combat, for to be predictable is to have a very short career as a Blademaster.

463
Percival's Plenitude / HM1: Bladecraft Mechanics
« on: June 14, 2017, 11:13:44 AM »
The Bladecraft Subsystem

Bladecraft is a subsystem for martial characters, designed to evoke the elaborate and complex dueling tactics used by famous swordsmen throughout history and literature. Examples from recent fiction include the Blademasters from Robert Jordan's Wheel of Time series (which is the explicit inspiration for the thematics of Bladecraft), the swordsmen of Ironhall from Dave Duncan's King's Blades series, and the Ademre Ketan from Patrick Rothfuss's Kingkiller Chronicles trilogy.

The core D&D mechanics for melee combat are built around combat feats, which produce relatively repetitive combat rounds for melee characters with few meaningful options. The Tome of Battle supplement worked to alleviate this problem by introducing Initiator mechanics, a martial analogue to Spellcasting comprised of discrete maneuvers with extraordinary effects, based around a core of combat. While the material described in the Book of Nine Swords is an interesting and well-designed subsystem, and opens up a wealth of new options for martial characters, many players disliked the "blade magic"/"wuxia" feeling of the system. It echoed too strongly of "spellcasting-for-fighters", and did little to improve the poor options for core classes, opting instead for replacement.

The Bladecraft system presented here, in contrast, is a direct amplification of the core classes. While Initiators can learn blade techniques just like any other martial characters, they rarely do so, since maneuvers and blade techniques compete for the limited resources in the action economy. Instead, the lowly Fighter is the consummate student of Bladecraft, and can still complement the blade techniques with combat feats which were its original strength.

Note that Bladecraft is an expansion, not a replacement. It is accessible to every class: any character who wishes to participate in melee combat can learn blade techniques by investing skill points in the Bladecraft skill (detailed below). The tag sustem also provides a unique set of mechanics and options, turning each combat encounter from an endless stream of full attacks into an organic and fluid interplay between attacker and defender.

464
Percival's Plenitude / HMA: Discussion thread
« on: June 14, 2017, 11:10:46 AM »
This is the discussion thread for Heron-Marked: The Art of Bladecraft! Feel free to talk about your hopes, dreams, fears, celebrations, comments, suggestions, pet peeves, and everything else related to artfully hitting things with other things.

465
Percival's Plenitude / Re: Introduction, Table of Contents, Changelog
« on: June 14, 2017, 11:05:07 AM »
Changelog
  • Ported to MMF!
  • Added Barbarian, Duskblade, Factotum, Hexblade, Marsha, Psychic Warrior, Samurai, Soulknife, and Swashbuckler ACFs.
  • Finished removing the feats I'm going to remove, and added bard, monk, ranger, paladin, ninja, and dread necromancer ACFs.
  • Wrote first few ACFs (scout, rogue, knight), and removed some feats
  • Added "Special Rules" section to handle specific combat situations (actual text is still TBA)
  • (old) Added a new special material to Bladecraft Items
  • (old) Updated and posted the Blademaster PrC
  • (old) Added rules for using Bladecraft w/ a bunch of published PrCs (all from Complete Warrior, as it happens...)
  • (old) Created a Homebrew Connections post, including an ACF for the Evolutionist.
  • (old) Updated intro post to mention Homebrew Connections & the published PrC stuff


Current Priority List
  • Add a bunch more Fighter-style feats
  • Write the "Special Combat Rules" section
  • Reaver (+ Thorn style) and Warden (+ Husk style) 5-level PrCs. {note: style names may change}
  • Other material TBD; haven't decided if I'm actually going to write the Bladecraft-incarnum PrC, but if I do it'll probably be 10 levels.

466
Percival's Plenitude / Re: Introduction, Table of Contents, Changelog
« on: June 14, 2017, 11:02:43 AM »
Table of Contents

467
Heron-Marked: The Art of Bladecraft
(click to show/hide)

"Never give a sword to a man who can't dance." - Confucius

Amateurs think that fighting is about passion, and strength. They roar defiance and charge into battle headlong, as if their enemies were grains of wheat waiting to be reaped. The farmer defending his land against goblins wields his father's rusty sword, and is a danger to himself as much as his opponent.

Veteran soldiers know that skill and cooler heads usually prevail. They see combat as a science, prescribing a set of rules by which one can cut down one's aggressors. They train new recruits and each other, and seek out battle less frequently - the bloodthirsty are usually the first to fall.

True masters of bladecraft understand that swordwork is an art, not a science. It is a dance, an ebb and flow, like sailing a ship through a razor-sharp reef on stormy seas. Each duel is different - a deadly game of feint and counterattack, parry and riposte. The interplay is as beautiful as it is (often) fatal.

The optional rules presented here give players and DMs a means of creating a master of the blade.

468
Percival's Plenitude / Giant Freaking Index
« on: June 14, 2017, 10:48:57 AM »
I have so much homebrew... here's where I'm going to keep track of all of it. Once I get everything organized and some subfora made, this thread will be obsolete or at least get a massive overhaul. Whatever.

Big Projects
For now, these are links to the index page of each project. If/when a project gets its own subforum, these will either go away or be pointed toward the subforum home instead.

Archives of Ego (Discussion Thread)
Codex of Conflict (Discussion Thread)
Great Wheel Campaign Setting (Discussion Thread)
Heroes of Hyrule (Discussion Thread)
Inspiratum (Discussion Thread)
Ethos of the Wyrm (Discussion thread)
Heron-Marked: The Art of Bladecraft (Discussion thread)
Magipunk Campaign Setting (Discussion thread)

469
Board Discussion / Re: Request what you need!
« on: June 14, 2017, 10:35:27 AM »
Perf. What I'm going to do is post tons of stuff in there, and then we can make more subfora later if we feel like it.

470
Board Discussion / Re: Request what you need!
« on: June 14, 2017, 09:44:08 AM »
It might be easier for everyone if I could create my own subfora for the purposes of transferring my stuff, instead of making someone else (aka the very busy Prime) do it. Might I have that ability, which I'd happily give up when finished? Or is there some other mechanism to make that easier?

471
Board Discussion / Re: Assuming MMB isn't coming back up:
« on: June 14, 2017, 09:40:22 AM »
Another possible solution is to archive stuff in a site with a large amount of infrastructure... something like a github repo where we're storing everything in RST or MD files? I dunno, just spitballing here.

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