Brawling Focus Extra Abilities
Posted: Sun Mar 23, 2025 10:51 am
So, rather than suggesting anything for the main ability, as it probably shouldn't differ from how other specialization combat abilities work, I wanted to maybe throw some ideas for the part of the display for extra abilities depending on specialization. We all know that some specs do have some concessions for throwing hands like follow up punches, counter punching or historical implementations of fist weapon mastery for Nightblades.
yeah, punching the world wouldn't be the most effective tactic out there. However, a number of guilds do have some implementation of brawling focused weapons, like the claw of Shar, Dwaedn Wyr and whatever other guilds decide to put in some brawling weapons. Enhancing this in some way would be fun for those that trundle down this route, no matter how effective it might be. As well, I was considering options to spice up the current implementation of weapon specializations, since I'm not sure people are finding it too appealing outside of a non-combat spec or using multi-attack weapons. Attaching some extra benefit unique to that weapon type and useable by all one handed and two-handed options would be the easiest way to go. However, brawling is unique in its own right due to having such vastly different options. And well, it's unlikely guardians and duelists would have their own viable form of unarmed combat, being the least drawn to it.
-Nightblade Extra Ability: vital Strikes. Strikes with your hands and brawling weapons only encounter 50% of the target's usual armor soak. Armor chinks more likely with raking and piercing brawling weapons. Considering the nightblade style of combat leaning to short bouts and seeking weaknesses, having something to allow even their normal punches to cause some concern through aiming for vulnerable parts of armor sounded like the easiest flavor option to go for. Also means Nightblades using default bear claws can get in some more damage with the raking blow.
berserker Extra Ability; Savage brawling: bludgeoning strikes and raking strikes scale up with higher base damage with higher fury. Higher fury has a chance to let the blow land as a crushing/piercing attack at 75% of the scaled damage. Fun if you're using default brawling weapons like knuckledusters or your hands, bear claws or a certain druid ability if it comes back. Not sure if the slight damage drop is necessary if the attack changes d type, would depend on how high the extra damage goes. Probably the most terrifying bar brawler in a bare-chested fight aside from maybe a pugilist.
marauder extra Ability: Dirty brawling: Automatic access to a brawling dirty trick of the same name. launches out an attack depending on the current state of the target. A staggering/stunning headbutt if the opponent is unhindered. A backhand blow or shove if the opponent is standing but staggered meant to knock them down and a curb stomp to the body if they're lying down, resulting in varied results depending on where your boot lands. Brawling weapons/unarmed enjoys a 15% damage boost on target below 0 balance, and cheap shot applies a 30% damage boost if utilizing brawling weapons, rather than the usual 15% for roundtimeless usage.
Dreadnaught Extra Ability: improved Gauntlet proficiency: Dreadnaughts who are disarmed and wearing heavily armored gauntlets enjoyed improved chances of blade catching, shorter cooldown on blade catch, do crush damage by default with gauntlets (but at lower damage than a berserker furied up), and can utilize staggering blow unarmed. During the peak for plate armor, most knights did forgo shields and utilize two handed weapons to get past those armored shells. A secondary option for combat was just using your bulk to beat someone with your metal fists, with gauntlets having spikes on them. This ability really just takes the default dreadnaught kit, and just removes the two-handed weapon part, though restricting to just worn gauntlets.
I just wanted to throw this out to get some discussion on alternative ideas for this approach. I do want something like brawling focus and the other weapon specs to just give more than a small reroll bonus and the ability to throw out two punches. hear out some alternatives for waht's listed above, or someone giving some idea for a duelist. Pugilists were intentionally left out as that's a spec on its own about brawling, and access to some form of brawling combos is what they're getting. Along with other abilities to support that spec wise.
yeah, punching the world wouldn't be the most effective tactic out there. However, a number of guilds do have some implementation of brawling focused weapons, like the claw of Shar, Dwaedn Wyr and whatever other guilds decide to put in some brawling weapons. Enhancing this in some way would be fun for those that trundle down this route, no matter how effective it might be. As well, I was considering options to spice up the current implementation of weapon specializations, since I'm not sure people are finding it too appealing outside of a non-combat spec or using multi-attack weapons. Attaching some extra benefit unique to that weapon type and useable by all one handed and two-handed options would be the easiest way to go. However, brawling is unique in its own right due to having such vastly different options. And well, it's unlikely guardians and duelists would have their own viable form of unarmed combat, being the least drawn to it.
-Nightblade Extra Ability: vital Strikes. Strikes with your hands and brawling weapons only encounter 50% of the target's usual armor soak. Armor chinks more likely with raking and piercing brawling weapons. Considering the nightblade style of combat leaning to short bouts and seeking weaknesses, having something to allow even their normal punches to cause some concern through aiming for vulnerable parts of armor sounded like the easiest flavor option to go for. Also means Nightblades using default bear claws can get in some more damage with the raking blow.
berserker Extra Ability; Savage brawling: bludgeoning strikes and raking strikes scale up with higher base damage with higher fury. Higher fury has a chance to let the blow land as a crushing/piercing attack at 75% of the scaled damage. Fun if you're using default brawling weapons like knuckledusters or your hands, bear claws or a certain druid ability if it comes back. Not sure if the slight damage drop is necessary if the attack changes d type, would depend on how high the extra damage goes. Probably the most terrifying bar brawler in a bare-chested fight aside from maybe a pugilist.
marauder extra Ability: Dirty brawling: Automatic access to a brawling dirty trick of the same name. launches out an attack depending on the current state of the target. A staggering/stunning headbutt if the opponent is unhindered. A backhand blow or shove if the opponent is standing but staggered meant to knock them down and a curb stomp to the body if they're lying down, resulting in varied results depending on where your boot lands. Brawling weapons/unarmed enjoys a 15% damage boost on target below 0 balance, and cheap shot applies a 30% damage boost if utilizing brawling weapons, rather than the usual 15% for roundtimeless usage.
Dreadnaught Extra Ability: improved Gauntlet proficiency: Dreadnaughts who are disarmed and wearing heavily armored gauntlets enjoyed improved chances of blade catching, shorter cooldown on blade catch, do crush damage by default with gauntlets (but at lower damage than a berserker furied up), and can utilize staggering blow unarmed. During the peak for plate armor, most knights did forgo shields and utilize two handed weapons to get past those armored shells. A secondary option for combat was just using your bulk to beat someone with your metal fists, with gauntlets having spikes on them. This ability really just takes the default dreadnaught kit, and just removes the two-handed weapon part, though restricting to just worn gauntlets.
I just wanted to throw this out to get some discussion on alternative ideas for this approach. I do want something like brawling focus and the other weapon specs to just give more than a small reroll bonus and the ability to throw out two punches. hear out some alternatives for waht's listed above, or someone giving some idea for a duelist. Pugilists were intentionally left out as that's a spec on its own about brawling, and access to some form of brawling combos is what they're getting. Along with other abilities to support that spec wise.