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Re: Unarmed attacks changes in 0.6.12

Posted: Sat Nov 03, 2012 6:28 pm
by nyktos
keep in mind, unarmed combat is better when you are "trained" or "skilled" in it...

[future versions]

only the "first step" of unarmed combat was weakened.

[meaning, unskilled / untrained]

it is still a very viable option in v0.7.0!

Re: Unarmed attacks changes in 0.6.12

Posted: Thu Nov 08, 2012 6:00 pm
by hollyamberlamb
I have found unarmed attacts average from 1to 4, having a weapon with low
AC points works better. I will change weapons depending on the area I am at in the game

Re: Unarmed attacks changes in 0.6.12

Posted: Fri Nov 09, 2012 6:06 am
by Pyrizzle
hollyamberlamb wrote:I have found unarmed attacts average from 1to 4, having a weapon with low
AC points works better. I will change weapons depending on the area I am at in the game
1 to 4 what? Hits in a turn?

Re: Unarmed attacks changes in 0.6.12

Posted: Thu Jan 24, 2013 2:00 pm
by Tomcat
nyktos wrote:keep in mind, unarmed combat is better when you are "trained" or "skilled" in it...

[future versions]

only the "first step" of unarmed combat was weakened.

[meaning, unskilled / untrained]

it is still a very viable option in v0.7.0!
I like this. Like the Monk class back in AD&D, Weak at early levels but strong later as skills are gained.
I could even see a plausible level of proficiency where AP falls back to 3.