Editing GenericWuxiaAction

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<B>Paired Weapons:</B> Paired weapons come as a pair when purchased. This explicitly applies to Quality or Perfect paired weapons as well as standard ones. This makes Paired weapons cheaper to purchase, as their benefit is on the same  
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<B>Paired Weapons:</B> Paired weapons come as a pair when purchased. This explicitly applies to Quality or Perfect paired weapons as well as standard ones. This makes Paired weapons cheaper to purchase, as their benefit is on the same mechanical level as Two-Handed and the cost should thus be identical. (Jontwo)
aracters fighting with a combination of punches and kicks to achieve +15/+10/+0. (Jontwo)
 
  
  
<B>Dodge:</B> In interest of allowing for a way to make Dodge a viable method of defence, the dodge bonuses from Lightfoot now stack with any regular kungfu dodge adders. This makes dodging viable (if slightly expensive) defence method due to the adding of another static modifier.  This also has the effect of weakening Ranged attacks slightly. (Jontwo)
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<B>Unarmed Efficiency:</B> Iron Fists costs a flat 4 destiny, and provides two +5 modifiers to Palms and Kicks individually. Palms and Kicks may be Dual-Wielded, as they are not Two-Handed or Paired weapons. This allows Unarmed characters fighting with a combination of punches and kicks to achieve +15/+10/+0.
  
  
<B>Ranged Attacks:</B> The penalty for parrying ranged attacks is now you don't benefit from weapon strike, kungfu strike bonuses still applying.  This makes a ranged parry tech rather useful, or a dodge tech + lightfoot combo much better, but parrying is still viable instead of a really bad idea. (Jontwo)
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<B>Dodge:</B> In interest of allowing for a way to make Dodge a viable method of defence, the dodge bonuses from Lightfoot now stack with any regular kungfu dodge adders.  This makes dodging viable (if slightly expensive) defence method due to the adding of another static modifier. This also has the effect of weakening Ranged attacks slightly. (Jontwo)
 
 
Discussion:<BR>
 
Jon: Nope. Ranged attacks don't allow weapon strike without the Shield property, that's all.
 
 
 
Jon: WITH the -15 in addition to not allowing Strike, the bowman can hit reliably at longer ranges, which tilts things a bit too far in his favour.
 
 
 
Jon: Long Range (with PA-4): Bow +10, Strike +10, Penalty -5, total +15. Targets block at +20, can't hit reliably.
 
 
 
Jon: Medium Range (with PA-4): Bow +10, Strike +10, total +20. Targets block at +20, hit about 50%.
 
 
 
Jon: Short Range: same, thanks to PA lowering the range brackets.
 
  
Jon: If the target is using a quality weapon with a parry-ranged tech, a quality shield with a strike-adder, a chi condition for higher chi modifiers or lightfoot 4 instead of 3, he still can't reliably land hits.
 
  
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<B>Ranged Attacks:</B> The penalty for parrying ranged attacks is now -5, with full strike bonuses applying.  This makes a ranged parry tech rather useful, or a dodge tech + lightfoot combo much better, but parrying is still viable instead of a really bad idea.
  
  

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