simultaneous attack
Posted: Mon Mar 04, 2013 8:02 pm
Does this apply at raange as well or is this just melee attacks? And referances for ethier side of the argument would be helpful. ![Confused :?](./images/smilies/help.gif)
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gelidus wrote:Does this apply at raange as well or is this just melee attacks? And referances for ethier side of the argument would be helpful.
Giant2005 wrote:Can you Simultaneously Attack when you aren't the target of the attack?
flatline wrote:I think the canon answer is "yes".
Personally, I don't allow simultaneous attacks at all.
--flatline
Nekira Sudacne wrote:yes, that ability is explicitly in the paired weapons skill if you look at it. note that if both parties have paried weapons it cancels out.
say652 wrote:Nekira Sudacne wrote:yes, that ability is explicitly in the paired weapons skill if you look at it. note that if both parties have paried weapons it cancels out.
so two fencers using rapier and main guache would roll normally, but if one got disarmed the guy with two weapons could parry and simo-strike the other guy to death.
Azazel wrote:Shark_Force wrote:Giant2005 wrote:Can you Simultaneously Attack when you aren't the target of the attack?
technically no. unless you get a dodge, parry, or entangle, as per killer cyborg's quote above.
I might be misunderstanding the question, but what prevents someone from using Twin, simultaneous strikes even if they are not the target of the attack? I don't believe there is anything preventing them from doing this with small thrown melee weapons either. What am i missing here?
Witchcraft wrote:they can simultaneously attack 3 times -- at the same target (the target who initiated the attack which could be parried) -- during the same combat turn, provided he has the "actions" to do so?
*groan*
Killer Cyborg wrote:Azazel wrote:Shark_Force wrote:Giant2005 wrote:Can you Simultaneously Attack when you aren't the target of the attack?
technically no. unless you get a dodge, parry, or entangle, as per killer cyborg's quote above.
I might be misunderstanding the question, but what prevents someone from using Twin, simultaneous strikes even if they are not the target of the attack? I don't believe there is anything preventing them from doing this with small thrown melee weapons either. What am i missing here?
You can only perform a Simultaneous Attack when you could normally dodge, parry, etc.
Which you can only do if you're the target, and a successful attack roll has been made against you.
Therefore, if no successful attack roll has been made against you, you cannot dodge/parry/etc., which means you cannot perform a Simultaneous Attack.
flatline wrote:Killer Cyborg wrote:Azazel wrote:Shark_Force wrote:Giant2005 wrote:Can you Simultaneously Attack when you aren't the target of the attack?
technically no. unless you get a dodge, parry, or entangle, as per killer cyborg's quote above.
I might be misunderstanding the question, but what prevents someone from using Twin, simultaneous strikes even if they are not the target of the attack? I don't believe there is anything preventing them from doing this with small thrown melee weapons either. What am i missing here?
You can only perform a Simultaneous Attack when you could normally dodge, parry, etc.
Which you can only do if you're the target, and a successful attack roll has been made against you.
Therefore, if no successful attack roll has been made against you, you cannot dodge/parry/etc., which means you cannot perform a Simultaneous Attack.
Which becomes nonsensical when dealing with ranged attacks. If Bob shoots at Phil, Phil can make a simultaneous attack and shoot back at Bob. But if Bob shoots at Phil's brother, Phil has to wait until he would normally be able to make an attack before he can shoot at Bob.
What if Bob's gun malfunctioned and didn't fire when he was trying to shoot at Phil? Would Phil still be able to simultaneous attack Bob even though Bob's attack never materialized?
--flatline
Talavar wrote:Thirded. Simultaneous attacks are the worst.
Killer Cyborg wrote:What if Bob's gun malfunctioned and didn't fire when he was trying to shoot at Phil? Would Phil still be able to simultaneous attack Bob even though Bob's attack never materialized?
--flatline
If Bob's gun malfunctioned and didn't fire, then he'd have one heck of a time making a successful strike roll, unless he threw the thing.
And without a successful strike roll against you, you can't react.
Noon wrote:Killer Cyborg wrote:What if Bob's gun malfunctioned and didn't fire when he was trying to shoot at Phil? Would Phil still be able to simultaneous attack Bob even though Bob's attack never materialized?
--flatline
If Bob's gun malfunctioned and didn't fire, then he'd have one heck of a time making a successful strike roll, unless he threw the thing.
And without a successful strike roll against you, you can't react.
Why can't he make a successful strike roll for zero damage? Surely laser tag people do it all the time?
Killer Cyborg wrote:If Bob's gun malfunctioned and didn't fire, then he'd have one heck of a time making a successful strike roll, unless he threw the thing.
And without a successful strike roll against you, you can't react.
Nekira Sudacne wrote:Killer Cyborg wrote:If Bob's gun malfunctioned and didn't fire, then he'd have one heck of a time making a successful strike roll, unless he threw the thing.
And without a successful strike roll against you, you can't react.
where does it say you can only react to a successful strike roll?
Nekira Sudacne wrote:that's a non-exclusive phrasing. it dosn't say the strike roll must be successful to choose to do so, it it simply states if it is, you may choose to do so. presumably because if the strike roll is not successful, no one would want to waste their time defending aginst it. but that dosn't mean parrying, dodging, or entangling a non-successful strike roll is impossible.
Noon wrote:Talavar wrote:Thirded. Simultaneous attacks are the worst.
Nah, it's great!
"Draw!"
"Ha, I got better initiative, I win the fast draw!"
"Simultanious attack!"
Or actually yeah, I agree! Fourthed!
flatline wrote:Killer Cyborg wrote:Azazel wrote:Shark_Force wrote:Giant2005 wrote:Can you Simultaneously Attack when you aren't the target of the attack?
technically no. unless you get a dodge, parry, or entangle, as per killer cyborg's quote above.
I might be misunderstanding the question, but what prevents someone from using Twin, simultaneous strikes even if they are not the target of the attack? I don't believe there is anything preventing them from doing this with small thrown melee weapons either. What am i missing here?
You can only perform a Simultaneous Attack when you could normally dodge, parry, etc.
Which you can only do if you're the target, and a successful attack roll has been made against you.
Therefore, if no successful attack roll has been made against you, you cannot dodge/parry/etc., which means you cannot perform a Simultaneous Attack.
Which becomes nonsensical when dealing with ranged attacks. If Bob shoots at Phil, Phil can make a simultaneous attack and shoot back at Bob. But if Bob shoots at Phil's brother, Phil has to wait until he would normally be able to make an attack before he can shoot at Bob.
What if Bob's gun malfunctioned and didn't fire when he was trying to shoot at Phil? Would Phil still be able to simultaneous attack Bob even though Bob's attack never materialized?
--flatline
It is my understanding that it does cost an action... It is an attack after all. And attacks cost at least one action.glitterboy2098 wrote:Noon wrote:Talavar wrote:Thirded. Simultaneous attacks are the worst.
Nah, it's great!
"Draw!"
"Ha, I got better initiative, I win the fast draw!"
"Simultanious attack!"
Or actually yeah, I agree! Fourthed!
it does tend to make hash of the initiative order at times yes.
but it does add a nice dramatic elements to combat.
personally i could see a simo attack being a case of a rushed attack. using the quickdraw example, your draw is slower.. so you just point the barrel in the rough direction the moment you clear the holster, instead of trying to aim properly. similarly in a melee you might try to slash or stab your opponent anyway possible, not necessarily with any skill or plan.
so perhaps all Simo attacks should be treated as wild shots? no bonuses?
then you'd have to weigh getting an attack off right away, vs waiting and being more sure you'll hit.
IMO, a Simo attack should use up your action that round, even if the initiative order hasn't reached you yet. even if your not a fan of the "one action per round" approach to record keeping, such a limit to Simo attacks would help balance them out. there would then be no way to attack twice in one round, which is something the system usually prevents except in rare (usually multi-limbed) cases.
glitterboy2098 wrote:it does tend to make hash of the initiative order at times yes.
but it does add a nice dramatic elements to combat.
personally i could see a simo attack being a case of a rushed attack. using the quickdraw example, your draw is slower.. so you just point the barrel in the rough direction the moment you clear the holster, instead of trying to aim properly. similarly in a melee you might try to slash or stab your opponent anyway possible, not necessarily with any skill or plan.
so perhaps all Simo attacks should be treated as wild shots? no bonuses?
IMO, a Simo attack should use up your action that round, even if the initiative order hasn't reached you yet. even if your not a fan of the "one action per round" approach to record keeping, such a limit to Simo attacks would help balance them out. there would then be no way to attack twice in one round, which is something the system usually prevents except in rare (usually multi-limbed) cases.
Damian Magecraft wrote:It is my understanding that it does cost an action... It is an attack after all. And attacks cost at least one action.glitterboy2098 wrote:Noon wrote:Talavar wrote:Thirded. Simultaneous attacks are the worst.
Nah, it's great!
"Draw!"
"Ha, I got better initiative, I win the fast draw!"
"Simultanious attack!"
Or actually yeah, I agree! Fourthed!
it does tend to make hash of the initiative order at times yes.
but it does add a nice dramatic elements to combat.
personally i could see a simo attack being a case of a rushed attack. using the quickdraw example, your draw is slower.. so you just point the barrel in the rough direction the moment you clear the holster, instead of trying to aim properly. similarly in a melee you might try to slash or stab your opponent anyway possible, not necessarily with any skill or plan.
so perhaps all Simo attacks should be treated as wild shots? no bonuses?
then you'd have to weigh getting an attack off right away, vs waiting and being more sure you'll hit.
IMO, a Simo attack should use up your action that round, even if the initiative order hasn't reached you yet. even if your not a fan of the "one action per round" approach to record keeping, such a limit to Simo attacks would help balance them out. there would then be no way to attack twice in one round, which is something the system usually prevents except in rare (usually multi-limbed) cases.
ah... Ok I see what you mean now.glitterboy2098 wrote:Damian Magecraft wrote:It is my understanding that it does cost an action... It is an attack after all. And attacks cost at least one action.glitterboy2098 wrote:Noon wrote:Talavar wrote:Thirded. Simultaneous attacks are the worst.
Nah, it's great!
"Draw!"
"Ha, I got better initiative, I win the fast draw!"
"Simultanious attack!"
Or actually yeah, I agree! Fourthed!
it does tend to make hash of the initiative order at times yes.
but it does add a nice dramatic elements to combat.
personally i could see a simo attack being a case of a rushed attack. using the quickdraw example, your draw is slower.. so you just point the barrel in the rough direction the moment you clear the holster, instead of trying to aim properly. similarly in a melee you might try to slash or stab your opponent anyway possible, not necessarily with any skill or plan.
so perhaps all Simo attacks should be treated as wild shots? no bonuses?
then you'd have to weigh getting an attack off right away, vs waiting and being more sure you'll hit.
IMO, a Simo attack should use up your action that round, even if the initiative order hasn't reached you yet. even if your not a fan of the "one action per round" approach to record keeping, such a limit to Simo attacks would help balance them out. there would then be no way to attack twice in one round, which is something the system usually prevents except in rare (usually multi-limbed) cases.
it does cost an action. but a lot of people use a flexible record keeping approach, where you can use actions whenever you wish, as long as you have actions to spend. so in one round you could Simo aganst one attack, dodge an attack from someone else, then shoot when your point in the initiative order comes up. you could easily spend 3-4 actions in the span of what should be only 3-4 seconds. and if your init order shot is an aimed or called shot, you could spend even more.
on the otherhand some people limit actions to one each round, regardless of what that actions is. so if you dodge or simo, you have to give up your init order action to do so. after that one action, you'd have to use responses that don't cost an action (autododge, parry, etc).
i'm just suggesting that with Simo attacks, you should only be allowed one regular or simo attack per round, regardless of which approach you use. to prevent people from just Simo-attacking everyone who attacks them, and getting off 4-5 seperate attacks in the span of only a few seconds.
Damian Magecraft wrote:I have always played that anything that costs an action burns your current or next action. The action point concept just doesn't work for me.
flatline wrote:And this is why things get so much simpler if you get rid of attacks per melee.
--flatline
Killer Cyborg wrote:gelidus wrote:Does this apply at raange as well or is this just melee attacks? And referances for ethier side of the argument would be helpful.
I asked Kevin at an open house, and he said something like "Sure. Why wouldn't they?"
Which is really the key question.
The books NEVER say that simultaneous attacks are melee-only.
Some people point out that simultaneous attacks are described in the "melee combat" section, but so are dodges and parries, so there's nothing about that that means that the move is restricted to melee.
Also, the move is described in the general "Combat Terms & Moves" section of RUE, not specifically in a "melee only" section.
RUE 347 states:
Instead of defending with a parry, dodge or entangle, a character can choose to do a simultaneous attack.
What this means is that instead of a dodge, parry, or entangle, a character may do a simultaneous attack.
Since you can dodge in ranged combat, you can simultaneously attack in ranged combat.
Because you can simultaneous attack instead of a dodge.
Nekira Sudacne wrote:yes, that ability is explicitly in the paired weapons skill if you look at it. note that if both parties have paried weapons it cancels out.
In b4 'automatic kick attack'Damian Magecraft wrote:It is my understanding that it does cost an action... It is an attack after all. And attacks cost at least one action.
Even though you don't name names I find that insulting and inappropriate to our board membersgelidus wrote:KC your logic is always refreshing in the storm of trolls flinging there feces
Azazel wrote:Tor wrote:In b4 'automatic kick attack'
TBH if someone had both an automatic back flip and the automatic kick attack, I'd let them combine them at no cost
I was told a while back that "An automatic kick attack at first level" simply meant that you automatically gained the use of kick attacks at first level even if your character doesn't have any Hand to Hand skills. Is this incorrect?
Colonel_Tetsuya wrote:in N&SS, there was/is a blanket automatic-attack mechanic and certain martial arts get a specific callout (kick, palm strike, punch, whatever)... it is rare and can be used for free usually when paired with another automatic defense (parry, auto-dodge, auto-backflip, whatever) - there are also combo maneuvers (combo parry/attack, combo dodge/kick, etc)
Yeah I think the FAQ clarified this. But backflips are so awesome and neglected in combat situations that exceptions should be made.Azazel wrote:I was told a while back that "An automatic kick attack at first level" simply meant that you automatically gained the use of kick attacks at first level even if your character doesn't have any Hand to Hand skills. Is this incorrect?
I think you're thinking solely of those combined attacks. Combination moves all cost a melee attack and allow an attack an a defense, for the most part.Colonel_Tetsuya wrote:in N&SS, there was/is a blanket automatic-attack mechanic and certain martial arts get a specific callout (kick, palm strike, punch, whatever)... it is rare and can be used for free usually when paired with another automatic defense (parry, auto-dodge, auto-backflip, whatever) - there are also combo maneuvers (combo parry/attack, combo dodge/kick, etc)
eliakon wrote:Noon wrote:Killer Cyborg wrote:What if Bob's gun malfunctioned and didn't fire when he was trying to shoot at Phil? Would Phil still be able to simultaneous attack Bob even though Bob's attack never materialized?
--flatline
If Bob's gun malfunctioned and didn't fire, then he'd have one heck of a time making a successful strike roll, unless he threw the thing.
And without a successful strike roll against you, you can't react.
Why can't he make a successful strike roll for zero damage? Surely laser tag people do it all the time?
Strike with WHAT though? if you dont shoot anything your laser just lays thereThere isnt anything to react TOO. With lasertag you make a strike roll....for your little laser, it doesnt have to do damage or have an effect other than 'lights up target' but you dont make a strike roll when you point your finger at someone and say 'bang' since you dont actually DO anything.
Tor wrote:There are plenty of attacks people can make (completely pulled punches, water pistols against non-vampires) which don't do any damage, yet can still be reacted to in simultaneous attack.
Bob's gun jamming is irrelevant: you can make the strike roll BEFORE rolling to see if the gun jams.
The key here is not whether or not the gun fires, it's that the person aimed it and TRIED to fire it.
Though one stupid thing about simultaneous attacks in this fashion (it's somewhat understandable in melee) is that only the defender being shot at (or aimed at, at least) can do it, and not other people, even though your guard is equally down and you're equally a sitting duck for all involved.
Giant2005 wrote:Simultaneous attacks really make aoe attacks like Grenades or Missiles a bad idea.
If you throw a Grenade and there are too many people in the target area, you need to roll up a new character.
say652 wrote:ok simo strikes are a good technique but for ranged weapons more specifically showdowns i don't allow them. Both parties start with holstered weapons exchange words,spit tobacco,glare whatever then roll iniative higher roll draws first and shoots first a simostrike in this scenero just means you fired the gun in its holster. in a mass gun fight how would you know who shot you? a sniper in a hidden position? i generally do not allow simostrikes outside of melee combat.
flatline wrote:Giant2005 wrote:Simultaneous attacks really make aoe attacks like Grenades or Missiles a bad idea.
If you throw a Grenade and there are too many people in the target area, you need to roll up a new character.
Just another example of how it's a broken mechanic.
--flatline
Noon wrote:flatline wrote:Giant2005 wrote:Simultaneous attacks really make aoe attacks like Grenades or Missiles a bad idea.
If you throw a Grenade and there are too many people in the target area, you need to roll up a new character.
Just another example of how it's a broken mechanic.
--flatline
Well, hilarious. And makes the whole dodge/parry thing moot, so reducing combat to a bash a thon.
Killer Cyborg wrote:Noon wrote:flatline wrote:Giant2005 wrote:Simultaneous attacks really make aoe attacks like Grenades or Missiles a bad idea.
If you throw a Grenade and there are too many people in the target area, you need to roll up a new character.
Just another example of how it's a broken mechanic.
--flatline
Well, hilarious. And makes the whole dodge/parry thing moot, so reducing combat to a bash a thon.
Only for people who like getting shot/stabbed.
And who only ever use their actions to shoot/stab.
Otherwise it's not something that you should do every attack.