Brawler Archive
Thread: where to train Master Brawler
i have over 700 apprentice points, i over 5k credit needed to purchase this skill, so where do i train it, brawlers dont train it and tera kasis dont either
Bloodfin
Jevonn Brandacor
Here is a suggestion for game balance,
While it may be that lunge was meant to be a knockdown move, perhaps you ought to rename it to knockdown rather than lunge. To be serious, a lunge can knockdown, but any lunge is meant to do more damage than knockdown. Of course, it would depend on the weapon, but in general, lunging ought to simply do more damage than anything and give a greater chance but not auto success for knockdown. Ever try looking to traditional rpg's for that little bit of common sense? Consider then that a great way to balance a lunge is simple: Look to a fencer or any other real life combatant when he executes a lunge. What is he doing when he thrusts forward with all his weight onto his forward foot? He's leaving himself relatively open in the forward momentum. In addition, the downtime of the movement doesn't allow for much dodging once the foot strikes the ground. Ergo, a great way to balance a lunge is to lower a brawler's defense while initiating the move. In addition, one might include an attack penalty on the lunge attack since it's a little bit easier to see a lunge attack coming than it is see something faster like a jab.
A lunge could be broadly defined as strong attack that involves a giant step of some sort forward to increase power. In Eastern martial arts--say, with a katana--this might bean attackfrom the famous "Jedi stance" of Ep 1 & 2 Obi-Wan and Qui-Gon known as hasso no kamae. That stance has the sword gripped with both hands such that the blade points upward and one of the elbows more or less points forward. This is a fierce attack that is begins there and slashes down at the opponent to make a cut at the base of the neck or shoulder down into chest. While not like a fencing lunge, what is important to note is that this attack requires forward movement with the back foot stepping forward. In fencing, the forward leads and stomps down. One might consider kendo a better example with the famous Episode IV stances of Vader and Obi-Wan--known as chudan no kamae, where the handle is held near the navel and the blade itself is point directly at the opponent's eyes or throat. Such a stance is prime position for more a classically acceptable lunging attack since, as in Western fencing, the forward (right) foot in kendo leads all center line movement forward: One lifts the right foot, stepping forward, and stomps down with the strike. In this example, the sword would lunge by thrusting the bokken at the opponent with two hands rather than the single one in fencing.
Furthermore, the fact that any lunge knocks an enemy downand allows near instant kills should be a fact of life in the game. IRL, if that happens and the fighter is any good (and that's pushing it here), he'll be able to incapacitate his fallen enemy in no time at the very least--if not end his life. It's really that simple folks: If you've been knocked down in a real fight by a knowledgable "brawler" or martial artist pray to God you know how to take the fall (without injuring yourself), roll away to better defensive posture, or keep at least one knee up for your advantage in balance and position(nothing like being in a position to be potentiallygrappled to your doom!), or that the guy that knocked you down doesn't have clue how to take advantage of the situation. In most fights, a brawler of even novice level should be allowed to "exploit"a knockdown. The game's already unbalanced enough with the fact that guns hurt bad and you can't hit back without a ranged weapon--but that's life! Consider strongly these words from a martial arts master: "We would rather teach you to fight standing up (when you are first learning)." Why? Because the teachers don't want their students to think that being on the ground in a fight is a viable option. What I am saying is that the vast majority of martial arts leaves ground fighting to the higher levels because it teaches a philosophy of sloppiness: the real facts are that fighting on the ground is dangerous because being on the ground is dangerous! The fighter that gets knocked down irl is prone to attackand a greater chance for instant death.
So give us back our damage to lunge and even increase it! And like I said, knockdown should not be automatic but the increased damage should be. It's just common sense logic. A lunge is a lunge. Accept no substitutes.
Though it does appear that what the current lunge actually does is more a sweep than a lunge... Just thought I'd point that out since damage to the target due to actual contactis minimal--unless you sweep with a weapon! There's no way in hell you're gonna tell me that a bladed weapon isn't going to give normal damage! Now axes or blunts I could see as giving possible half to quarter damage in such a case, if it is to express the proper qualities of a sweeping manture. But if you get hit with something, like a sweep, 1 point of damage is highly unrealistic and serves no purpose other than to fly in the face of good sense. Only in the case of an unarmed sweep would I indicate negligible damage--and I might even accept the 1 point--since any damage that might occur to the target would be due to the target's lack of martial arts training, which btw, means any non-brawler type. A trained martial artist--even a novice--knows how to at least take the sweep and fall properly, or avoid it altogether with a nice dodge, block, or counter.
Ari-Lin Zenari