7th. Sea 2e question:
Can you use a dueling style special move any time you are in a combat action sequence as long as you meet the requirements or do you actually have to be in an actual duel to use these special moves? Example: The Aldana Ruse.
7th. Sea 2e question:
Can you use a dueling style special move any time you are in a combat action sequence as long as you meet the requirements or do you actually have to be in an actual duel to use these special moves? Example: The Aldana Ruse.
Under "Dueling", the maneuver Lunge says the damage from it can't be avoided or prevented. The Virtue Astute (The Devil) automatically makes a Villain's action fail and the raises used on the action are lost. What happens when a Villain uses Lunge, and thereby uses all their Raises, and a Hero tries to counter it with Astute?
Hi, I'm new here. I've tried to search in the forum but I got a secure location alert.
I have two questions about duelling and 'not' duelling.
1. What can a character do in combat without a duelling school? All of the maneuvers are axclusive for members of an duellist school, arent they?
So the parry and Riposte actions state that they can only be used on your turn and on "The action imediatly following the Maneiver that caused..." Does this mean that you need to use YOUR next action on this or that the next action in the combat is the parry?
Example 1: Villian attacks you with slash for 3 damage, but still has more raises that you so spends at least one raise doing something that does not deal you damage, can you still parry since it is the first action YOU have taken?
This text is intended to clarify my ideas about how maneuvers and styles fit together in 7th Sea to counter or prevent each other in the flow of combat. “Counter” means “used in response,” and “prevent” means “used to discourage or stop.” I’m not trying to rewrite the book here, so I will not list all of the mechanics or the descriptive text. Pages 235 - 239 have the full mechanics.
I just have some rules clarification questions about using multiple raises and damage as it applies to characters who have and who don't have a sword school. I am in a weekly game we are liking the new edition; but we want to make sure we are doing things right. None of the examples of play in the book show any character using more than one raise at a time.The following issues have come up; and while searching the net we have found conflicting answers. So I ask these:
As part of another discussion, I started to wonder about the Parry and Riposte Dueling Maneuvers.
So normally any Hero regardless of training can 'interrupt' the Action flow to spend Raises to negate damage on a 1 Raise / 1 Wound basis (Pg. 180)
Parry and Riposte both state they are used on your Action and must be used immediately following the attack that did the Wounds (Pg. 235)
Has anyone else run into 'timing issues' with this? Can you Parry or Riposte an Action that caused your Hero wounds even if it was several Actions ago in the Round?
So while in most cases, I've been able to manage pretty well with the 7th Sea 2e rules, and handwave or improvise most things that are confusing or ambiguous for me, but there's one area I am still very confused about: Weapon categories, specifically what makes the difference between a Heavy Weapon versus a Fencing Weapon in game mechanics (if there is a difference!). If anyone has any insight that can help answer these questions, I'd certainly appreciate it:
Duelists: Problems and Solutions
Caveat I am not a professional mathematician nor do I possess a degree in mathematics. It’s certainly possible that I am wrong on some numbers and I openly admit to some oversimplifications in explanations. It is my sincere belief that even if I have made errors, these errors do not alter the core points of the argument. |
“Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.”
- H.L. Mencken
Now that we've had some time to run a few sessions of 7th Sea, I was wondering how other GMs and players like the new Dueling Styles. How have they worked for your players? Have you encountered any that are problematic, either by being too strong or not effective?
So far, I've only had Eisenfaust used in combat in my group, but it has proven extremely effective for the player against both Brutes and Villains. The huge bonus Iron Reply gives to both defense and offense for one raise is signficant, even if Iron Reply can only be used once per turn.