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shared_worlds:thick_as_thieves_combat [2015/04/18 19:54] Petikeshared_worlds:thick_as_thieves_combat [2020/11/23 03:26] (current) petike
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 **8.** Even while you fight, you don't have to throw stealth out the window or blow your cover completely. If there's still a way to avoid alerting too many people about the fight you're having with your opponent, then by all means, exploit such an opportunity and try to keep the fight unheard and unseen. Making a big, showy, loud fight will only attract more attention and make things gradually worse. So, all in all, try to be subtle, even when you're parrying, slashing, punching, kicking or bludgeoning someone (or something). **8.** Even while you fight, you don't have to throw stealth out the window or blow your cover completely. If there's still a way to avoid alerting too many people about the fight you're having with your opponent, then by all means, exploit such an opportunity and try to keep the fight unheard and unseen. Making a big, showy, loud fight will only attract more attention and make things gradually worse. So, all in all, try to be subtle, even when you're parrying, slashing, punching, kicking or bludgeoning someone (or something).
  
-**9.** You can have all the brute strenghth in the world, but if you don't back it up with plenty of dexterity and //learned// skill, you might find yourself a goner surprisingly fast. There is no such thing as a single good quality or single good skill that will make everyone into an invincible warrior. Every single individual is a collection of weaker and stronger aspects governing one's combat capability. You can never have only advantages, without having at least a few drawbacks.  +**9.** You can have all the brute strength in the world, but if you don't back it up with plenty of dexterity and //learned// skill, you might find yourself a goner surprisingly fast. There is no such thing as a single good quality or single good skill that will make everyone into an invincible warrior. Every single individual is a collection of weaker and stronger aspects governing one's combat capability. You can never have only advantages, without having at least a few drawbacks.  
  
 **10.** "Surely, women are always weaker then men in a fight ?". Erm, no. Everyone is an individual and one's sex or gender alone doesn't define whether he or she can be an effective or even formidable fighter. Just like it doesn't particularly matter whether a practitioner of a thievy specialisation is a man or a woman, so too does it not really matter whether a combatant is male or female. **10.** "Surely, women are always weaker then men in a fight ?". Erm, no. Everyone is an individual and one's sex or gender alone doesn't define whether he or she can be an effective or even formidable fighter. Just like it doesn't particularly matter whether a practitioner of a thievy specialisation is a man or a woman, so too does it not really matter whether a combatant is male or female.
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 +==== Basic wielding and carrying of handheld weapons ====
 +
 +Though there is a great variety of handheld weapons, there's really no such thing as "weapon levels", from the weakest to the most powerful weapon, etc. No. Instead, you will have to pay a bit of attention to what exact type of weapon you choose for certain types of combat (usually of the self-defence variety, of course). 
 +
 +For instance, if your character acquires a stabbing-focused dagger (stilletto, poignard, etc.), it will obviously not be of much use if you get into a situation where a more fencing-capable weapon would be a better choice. Or, let's say you've got a small rapier and it's pretty good for light-footed fencing of the slash-slash-stab-stab variety, but is certainly not much of a chop-chop weapon. 
 +
 +Then there's the fact that wielding a straight sword and wielding a curved one (a sabre, basically) also requires you to use it in different ways and on differently armoured enemies, if you want them to be effective. In short, whichever particular type of weapon you choose (from whichever main category), it will have its logical drawbacks in a potential fight, based on its OTL historical usage and on physics-related common sense.
 +
 +Something of a general rule for carrying weapons, gear and devices: Your character can carry a scabbard on his back all he/she likes. I'm fine with that. But he/she won't be able to draw his/her sword from it without putting it into hand's reach. Drawing swords from the back might appear cool, but it is needlessly impractical and is very hard to achieve even with a shorter blade. So it's out. Carrying can stay, but drawing, no. For immediate drawing, you'll have to wear your melee weapons on your character's belt.
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 ==== Situational Context ==== ==== Situational Context ====
shared_worlds/thick_as_thieves_combat.1429401275.txt.gz · Last modified: 2019/03/29 15:18 (external edit)

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