Questions about Advance Combat, items, and more

By kannato, in Anima: Beyond Fantasy RPG

I have a player asking whether or not he could use a two handed weapon as a one handed? What should i do ? add strength to make it harder to wield or something else? he wants to wield a Great War Hammer in one hand and a shield in the other. he is a Jayan Paladin.

He wants to also know whether he can throw an ally (which we count throwing as an action) to increase the Allies speed and dammage in a combat phase? Is this possible to do?

Also, we want to know about dual wielding. Is ambidextrous an essential component (since wielding a weapon in another hand means a penalty) should we get it?

And is there a place i can find a list of more weapons and or armors / shields? Because there aren't any more (aside from the book).

we also want to know if we can use items (Like potions, bombs, poison flasks, etc) and use them in combat and such?

any help would be greatly papreciated :D

okay, here is what i can do for you right this moment.

one handed great warhammer: as far as this goes, all weapons that can be alternatively wielded in one hand will have the 'one-or-two handed' quality under the 'special' section. though for extra clarification, the weapon table has the strength section, if there are two numbers separated by a slash (for example 6/8) the first number is the strength required for it to be wielded two handed, and the second is the strength needed to wield it one handed. if the weapon has only one score listed and is of the 'two handed' type then unless it has 'one-or-two handed' under its special section it cannot be effectively wielded in one hand.

though if your player is a full-blooded jayan and not a nephelim, if they are of large size (size 24 or higher, i think) then perhaps there is a way for them to wield it one handed, i'm not too sure.

throwing allies: well, this is a tough one, because technically there is no way to do this. but i put together a method for this. calculate the weight of the character to be thrown, then see how much the character doing the throwing can lift maximum. for them to toss something that is at their maximum weight threshold i rule it as an absurd feats of strength check, and it burns a fatigue (for no bonus). for every 10% beyond the throwers maximum weight threshold the object or person to be tossed weighs add one difficulty rank to the level of success needed on the feats of strength check.

but it doesn't stop there, the character being tossed must also make an acrobatics check or absurd to be able to function properly after being tossed. now this is just my own idea, nothing official.

dual wielding: ambidextrous is not needed for dual wielding, it just reduces the penalty to only a -10. it is a good idea though.

more equipment: so far the only book to have more gear in it is dominus exxet. it has lots of more weapons and armor, and so much more.

items in combat: it takes an active action to pull something from a pocket, and another active action to toss or activate it. anima doesn't come with baseline potions, so your on your own there.

brewmaster_vitty said:

throwing allies: well, this is a tough one, because technically there is no way to do this. but i put together a method for this. calculate the weight of the character to be thrown, then see how much the character doing the throwing can lift maximum. for them to toss something that is at their maximum weight threshold i rule it as an absurd feats of strength check, and it burns a fatigue (for no bonus). for every 10% beyond the throwers maximum weight threshold the object or person to be tossed weighs add one difficulty rank to the level of success needed on the feats of strength check.

but it doesn't stop there, the character being tossed must also make an acrobatics check or absurd to be able to function properly after being tossed. now this is just my own idea, nothing official.

While I agree about your point on throwing, I can't help but think if this theory is meant to be stationary, or moving. If an object moving means that its mass and speed are heading to a certain direction, and taking account that a stationary person (the thrower) precisely matches the speed of the runners and grabs them for a throw, the person being thrown would be lighter than their actual weight. This is just my opinion on the fact, and I wouldn't know where to begin to calculate this, since this is still an unknown concept to me. :< I love the idea of throwing an ally.

I have a simple rule for throwing allies at enemies, or jumping on enemies, to increase damage in most games. You deal an amount of extra damage equal to the damage you would take.

For example, if you were to jump from 30 feet and attack the enemy they take 60 base damage Impact attack from the kinetic energy of the throw/fall and the attack of the person falling/thrown (the damage from a fall of 30feet being 60). If you use Acrobatics to decrease the damage you take by spreading out the force it does not decrease the damage to the enemy. Being thrown works the same way, just on a different axis, and of course you would have to be thrown at the same speed as the equivalent falling amount (which at 30 feet is about 45feet/second).

This makes sense as far as I can tell, but may be overpowered. At the very least it should be dangerous to the person being thrown, which is why the damage applies to both. This may not work so well in Anima, I have not tried it.

Girlgamesh said:

While I agree about your point on throwing, I can't help but think if this theory is meant to be stationary, or moving. If an object moving means that its mass and speed are heading to a certain direction, and taking account that a stationary person (the thrower) precisely matches the speed of the runners and grabs them for a throw, the person being thrown would be lighter than their actual weight. This is just my opinion on the fact, and I wouldn't know where to begin to calculate this, since this is still an unknown concept to me. :< I love the idea of throwing an ally.

A running person isn't "lighter" than normal. If the running persons runs in the right direction, the thrower needn't to speed him up this much in this direction, but we shouldn't forget: throwing is usual an ballistic curve, so the thrower must throw the other person also in the air (so he must overcome the _actual weight_ of the person). And: To grip a person right, to thrown him, without breaking him something is difficult and only gets harder, if the person is running.

But if we need rules: I would make something from the size of the "projectial" (the thrown ally) and the size of the thrower, to look, if it is possible.

Then I would look a second time at the size or at the strength of the thrown ally and the strength of the thrower and perhaps look at the "impact table" (I don't have my DE with me :-/), and use this table to get the distance and the damage, for the ally and the enemy (because I like Lia's rule). If the impact table doesnt show damage, than the "attacker" is only "charging".

But: I would give the attacker some penalties, because flying through the air (with usual very few possibilities to change your flight) and than, hitting your target would be very difficult (your target could move two feets away, a flying human is much slower than a flying dagger or arrow).

So, my first thoughts to this.

So long,