Lia Valenth said:
First - 3 attacks at -10 getting past a wizard (or psions) shield is much harder to do than 3 attacks at -10 against a non-magician blocking or dodging. If the Martial Artists is, say, has 110 attack they attack with 110, 100, 90. Now a Mage will defend with 110 , 110, 110. This means that the Martial Artist has to roll 30, 40, and 50 points better than the wizard to hit, assuming the wizard has no armor, and unless the martial artist has aura extrusion it will deal no damage to most wizard shields. However a non-magician(/non-psychic) with 110 defense will block/dodge with 110, 80, 60, meaning the martial artist has to roll +30, +0, -10 different (they can hit with a roll less than the defender on the 3rd hit). Therefore a wizard who puts up a shield (as all level 1+ should be able to do without waiting) they are better at not losing their action than another fighter, assuming they lose initiative.
Ok, time to clear this all up a little bit. First off, if your martial artist only has 110 attack, he can only divide that in to 2 attacks, and they both are thrown at 100 combat ability. The -10 doesn't apply just to the second, or third if you had it, its a total penalty to all your attacks.
JavalTigar said:
" On pg 84 on the core, under the heading "Attacks with Additional Weapons" it has an example of Lemur having 2 swords, 140 attack and ambidexterity. He gets 3 attacks. But you are saying if I remove the swords and just have fists, I only get 2 attacks. What gives? Unarmed is counted on the weapons table, and ambi says all attacks with additional weapons are at a -10. So, if the affects are cumulitive then first fist 140, first foot 130, second fist 120, second foot 110. Right? "
Thats right, you only get 2 attacks, as has already been mentioned unarmed is treated as a 2-handed weapon for purposes of extra weapons, which is why ambidextrous has no effect on any penalties related to martial arts. Also, with 140 attack, doing 2 attacks your are at 130 for the first and 130 for the second. (If you have Kempo which lowers the -25 penalty to -10 for multiple attacks). To make it more clear how multiple attack penalties work, take a character that has 400 attack, he gets 4 extra attacks, at a -10 penalty for each one adding up to a -40 penalty for ALL your attacks, so you would attack at 360, 360, 360, 360, 360.
JavalTigar said:
" I get that but combined with Kempo having a -10 penalty instead of the normal -25, and all Martial Arts stack, wouldn't this last kick be at a -15? "
No. Kempo reduces the penalties for extra attacks that you get from your attack ability, 100 attack; 1 extra attack, 200 attack; 2 extra attacks. The bonus attack from Tae Kwon Do is not related to your attack ability (although it does use it to attack of course) and thus is not affected by the reduced penalty from Kempo. Tae Kwon Do's bonus attack is treated the same as having an extra weapon in that once your normal attacks are done for that round, you then get the extra attack, this is at your full attack ability for this round, with a set penalty. It has its own set penalty of -20. So a character with 140 attack could do 2 attacks at 130 ability because Kempo reduces the -25 to -10, your full attack ability for that round is then 130, adding in the -20 kick from Tae Kwon Do and you get your 3rd bonus attack at an ability of 110.
especially for the Wizard and Mentalist in my group.