This was called a murder-stroke, by the way. It was actually quite effective against armored targets, and with the right grip on the flat of the blade there's surprisingly little chance of self-injury. I kinda wish I'd see it more in games, because it's one of those things that can be the basis for some neat situational tricks.
I wish swordfighting IRL wasn't just sweaty brawling with pointy bits, I wish it was cool like it is in video games and stuff
like, buster swords or what
insofar as people swordfight for sport i imagine the pleasure of it is in the complex ways you move your body, which is pretty well impossible to really capture in a video game, judging how the wii zeldas were
thing with videogame swords is that it operates simply on the principle of "sharp object can cause injury!" and then equates injury to damage and then runs with it
there is nothing else realistic about it
sword swings in lower-res sprite-based games rarely cause cuts or slicing of the target (the mega man x and zero and zx games are an exception)
and they always also work on armored targets...with, at most, the castlevania games giving you a thuddy sound and a different hit color indicating that they're less effective, but somehow you slash them anyway
This was called a murder-stroke, by the way. It was actually quite effective against armored targets, and with the right grip on the flat of the blade there's surprisingly little chance of self-injury. I kinda wish I'd see it more in games, because it's one of those things that can be the basis for some neat situational tricks.
would be nice if it were like, C = attack, Shift + C = alt attack
and attack with a sword is to swing it, which deals no or piddly damage against an armored enemy, but alt attack with a sword is to grab the blade and swing the hilt at the enemy, but holding Shift actually just toggles your sword holding and it takes a moment to switch back and forth
also you could have some swords that have a less powerful hilt for blunt force trauma
Grand Disarm* Hard Defaults: fencing weapon skill-9, other Melee Weapon skill-11, or unarmed combat skill-11. Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
Grand Disarm is a special All-Out Attack that lets you disarm every foe adjacent to you with lightning speed. Use these rules instead of the usual ones for All-Out Attack (p. B365). If you attempt a Grand Disarm, it’s all you can do that turn, no matter how fast or skilled you are. A Grand Disarm involves spinning in place – you cannot step – and trying to disarm every single foe within a yard. You must engage your enemies in either clockwise or counterclockwise order (your choice). You can’t combine this with any technique except Disarming (p. 70). Roll against Grand Disarm once per foe, in the order chosen above, to hit his weapon. Your opponents may defend normally. If you critically miss on any of these attacks, your Grand Disarm ends immediately and you must roll on the Critical Miss Table (p. B556). After resolving all of the attack and defense rolls, you may try to disarm everyone who didn’t successfully defend! Use the rules on p. B401; you roll against the higher of your weapon skill or your Disarming technique (not Grand Disarm). Resolve each disarming attempt completely before moving to the next. Should you be disarmed during one of these Contests, don’t keep rolling – your turn ends immediately. Since Grand Disarm is an All-Out Attack, you have no active defenses afterward. In a cinematic game, though, it’traditional for those disarmed this way to gape and gawk on their next turn – not to attack with another weapon or bare hands. The GM should make an IQ roll for each foe (in overthe-top games, at -1 per successful disarm after the first). Those who fail are mentally stunned (p. B420) by your aweinspiring move!
Comments
insofar as people swordfight for sport i imagine the pleasure of it is in the complex ways you move your body, which is pretty well impossible to really capture in a video game, judging how the wii zeldas were
shit, remember stephenson's sword thing? ha ha
there is nothing else realistic about it
sword swings in lower-res sprite-based games rarely cause cuts or slicing of the target (the mega man x and zero and zx games are an exception)
and they always also work on armored targets...with, at most, the castlevania games giving you a thuddy sound and a different hit color indicating that they're less effective, but somehow you slash them anyway
and attack with a sword is to swing it, which deals no or piddly damage against an armored enemy, but alt attack with a sword is to grab the blade and swing the hilt at the enemy, but holding Shift actually just toggles your sword holding and it takes a moment to switch back and forth
also you could have some swords that have a less powerful hilt for blunt force trauma
Hard
Defaults: fencing weapon skill-9, other Melee Weapon skill-11, or unarmed combat skill-11.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
Grand Disarm is a special All-Out Attack that lets you disarm every foe adjacent to you with lightning speed. Use these rules instead of the usual ones for All-Out Attack (p. B365). If you attempt a Grand Disarm, it’s all you can do that turn, no matter how fast or skilled you are. A Grand Disarm involves spinning in place – you cannot step – and trying to disarm every single foe within a yard. You must engage your enemies in either clockwise or counterclockwise order (your choice). You can’t combine this with any technique except Disarming (p. 70). Roll against Grand Disarm once per foe, in the order chosen above, to hit his weapon. Your opponents may defend normally. If you critically miss on any of these attacks, your Grand Disarm ends immediately and you must roll on the Critical Miss Table (p. B556). After resolving all of the attack and defense rolls, you may try to disarm everyone who didn’t successfully defend! Use the rules on p. B401; you roll against the higher of your weapon skill or your Disarming technique (not Grand Disarm). Resolve each disarming attempt completely before moving to the next. Should you be disarmed during one of these Contests, don’t keep rolling – your turn ends immediately. Since Grand Disarm is an All-Out Attack, you have no active defenses afterward. In a cinematic game, though, it’traditional for those disarmed this way to gape and gawk on their next turn – not to attack with another weapon or bare hands. The GM should make an IQ roll for each foe (in overthe-top games, at -1 per successful disarm after the first). Those who fail are mentally stunned (p. B420) by your aweinspiring move!