Editing Mnemon Explains Solar Combat

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 204: Line 204:
  
  
 +
====Movement====
 +
 +
Particularly useful for ranged combatants, since anyone who can't actually reach you can't strike you in hand-to-hand. Even Thrown users might find an enterprising Archer always skipping out of reach.
 +
 +
If you're just trying to stay out of hand-to-hand range, you only need to be able to move more than 9 yards per turn in general (which is the most a Dex 5 character will be able to move and still attack you). This means, however, that you'll need some magic to help you, and sadly to say, your selection from the corebook is not good. You have two choices, Monkey Leap for Strength x 20 feet horizontally, and Lightning Speed, to double your movement for the turn. These look pretty good, but they're also of One Turn duration...meaning they can't be put in a combo. Hope you weren't relying on using a charm for defence (may I recommend a Windhands Gem again?).
 +
 +
Do be careful when using this tactic, since you'll be vulnerable to people who hold their action until after you move, sprint after you, and then win initiative next turn and attack. If you know an enemy is holding their action near you, you need to be able to get at least 27 yards away to be sure of safety.
 +
 +
I'm trying to keep this information relevant to those of you with only the corebook, but I really have to point out how much better this situation gets with Castebook Night and the Player's Guide. Soaring Crane Leap can do six times or more Monkey Leap's distance. Leaping Dodge Method lets you soar away from a Melee attack, further than Monkey Leap (both of these charms are from Castebook Night). The Player's Guide corrects Monkey Leap to yards, not feet, and makes Feather Foot style a scene length charm that also doubles your speed. Bringing a Solar equipped with these charms to hand-to-hand is extremely difficult.
 +
 +
All of these charms are also useful in the extreme for hand-to-hand fighters, since they allow a soaring leap away, followed by a few clear turns to put up persistents before rejoining the fray.
 +
 +
Finally, and especially useful for hand-to-hand fighters, Castebook Night introduces Eagle Wing Style, which allows flight. The Player's Guide reprints Eagle Wing Style's rules for flyby attacks, and clarifies that they apply to all flying characters. Flying characters can only be attacked in hand-to-hand combat by ground-bound opponents on the initiative beat that they make a flyby attack on a target, and then only by the defender without a -3 penalty. And if you choose a target that's already used their action for the turn...well, you won't be attacked, will you?
 +
 +
It should be possible to make flyby attacks using Stormwind Rider, assuming your opponent isn't knocked down by the vortex.
  
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)