Sooo, is there an ETA as when grappling will be back to normal?
Brawling - Grapple on 02/15/2008 09:39 AM CST
Re: Brawling - Grapple on 02/17/2008 03:22 AM CST
>>Sooo, is there an ETA as when grappling will be back to normal?
I asked this at a meeting recently and was told "Sometime between now and the heat death of the universe(tm)" I wasn't sure if that meant I don't know or it's going to be quite a while, but it was clear that was the best I was going to get.
--Player of many, master of none--
I asked this at a meeting recently and was told "Sometime between now and the heat death of the universe(tm)" I wasn't sure if that meant I don't know or it's going to be quite a while, but it was clear that was the best I was going to get.
--Player of many, master of none--
Brawling weapons for fingers? on 02/19/2008 10:52 PM CST
Re: Brawling weapons for fingers? on 02/20/2008 08:53 AM CST
>>I looked around, but couldn't find any. Are there brawling weapons for fingers?
I wish. I'd be all about some finger blades/claws or whatever to enhance GOUGE and CLAW damage(only replacing, not enhancing racial natural weapons of course).
__
~Leilond, the Crazy Anime Ninja 1000-Macro Non-Artificial Bard
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v2.xls
I wish. I'd be all about some finger blades/claws or whatever to enhance GOUGE and CLAW damage(only replacing, not enhancing racial natural weapons of course).
__
~Leilond, the Crazy Anime Ninja 1000-Macro Non-Artificial Bard
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v2.xls
Re: Brawling weapons for fingers? on 02/20/2008 09:36 AM CST
Re: Brawling weapons for fingers? on 02/20/2008 09:41 AM CST
Re: Brawling weapons for fingers? on 02/20/2008 05:38 PM CST
I use punch, elbow.
__
~Leilond, the Crazy Anime Ninja 1000-Macro Non-Artificial Bard
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v2.xls
__
~Leilond, the Crazy Anime Ninja 1000-Macro Non-Artificial Bard
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v2.xls
Brawling weapons on 04/05/2008 11:04 PM CDT
Re: Brawling weapons on 04/05/2008 11:19 PM CDT
Re: Brawling weapons on 04/06/2008 12:55 AM CDT
Re: Brawling weapons on 04/06/2008 04:04 AM CDT
Re: Brawling weapons on 04/06/2008 09:48 AM CDT
Brawling moves on 06/07/2008 05:32 PM CDT
Re: Brawling moves on 06/07/2008 06:59 PM CDT
Brawling combo balance loss on 06/19/2008 02:27 AM CDT
Okay, I'm using a combo I found on DRSecrets, this one:
circle jab kick slice punch elbow * claw slam sweep
Right at the asterisk, I occasionally notice some balance loss. Not just, say, dropping to nimbly balance, but actually going quite bad; I ended up badly balanced by SWEEP once. It repairs itself when I got around to CIRCLE and JAB, and quite often it does remain at incredible, but I'm wondering if this combo is not optimal for balance or if I'm just crazy? I spent money on footwraps, elbow wraps, and knuckles, so I try my best to find a combo that does a good amount of damage (usually via slam) and also uses my brawling equipment. I'd appreciate any suggestions--I love brawling and it's my secondary weapon on this character, but it does less damage than light edged for me (much lower skill), right now, with my stats. Hee. This is the best damage combo I've found (and it makes me feel my money was well spent by making use of my items) but I'm a-scart of balance loss.
circle jab kick slice punch elbow * claw slam sweep
Right at the asterisk, I occasionally notice some balance loss. Not just, say, dropping to nimbly balance, but actually going quite bad; I ended up badly balanced by SWEEP once. It repairs itself when I got around to CIRCLE and JAB, and quite often it does remain at incredible, but I'm wondering if this combo is not optimal for balance or if I'm just crazy? I spent money on footwraps, elbow wraps, and knuckles, so I try my best to find a combo that does a good amount of damage (usually via slam) and also uses my brawling equipment. I'd appreciate any suggestions--I love brawling and it's my secondary weapon on this character, but it does less damage than light edged for me (much lower skill), right now, with my stats. Hee. This is the best damage combo I've found (and it makes me feel my money was well spent by making use of my items) but I'm a-scart of balance loss.
Re: Brawling combo balance loss on 06/19/2008 03:25 AM CDT
Well I can only speak for myself of course, but as a brawling primary barbarian I use the following:
gouge slap [kick slice (dodge) punch elbow]
I only use the part outside the braces when first engaging a new target, and am set up at incredibly balanced by time I get to the slice. From that point on I just keep looping the part inside the braces until whatever I want is dead, and I never drop below incredible balance, and almost always stay overwhelming. If, for whatever reason, you need to work a dodge into this combo, I put it in parenthesis at the point at which you'd want to use it, but I never do unless I decide to dance for defenses a little bit, after which I generally go back to the gouge and repeat as above.
I honestly haven't tried working slam into this combo, so I'm not sure where to put it, but I'll do some testing and find out.
Putting the Romance back in Necromancer.
Necromancy: Because every man lives, not every man really dies.
gouge slap [kick slice (dodge) punch elbow]
I only use the part outside the braces when first engaging a new target, and am set up at incredibly balanced by time I get to the slice. From that point on I just keep looping the part inside the braces until whatever I want is dead, and I never drop below incredible balance, and almost always stay overwhelming. If, for whatever reason, you need to work a dodge into this combo, I put it in parenthesis at the point at which you'd want to use it, but I never do unless I decide to dance for defenses a little bit, after which I generally go back to the gouge and repeat as above.
I honestly haven't tried working slam into this combo, so I'm not sure where to put it, but I'll do some testing and find out.
Putting the Romance back in Necromancer.
Necromancy: Because every man lives, not every man really dies.
Re: Brawling combo balance loss on 06/19/2008 04:16 AM CDT
>>I'd appreciate any suggestions--I love brawling...
The best combo I could find that incluses slam was circle/jab/slam/punch/elbow/kick. This kept my nimbly balanced nearly all the time. If you do not need the slam in there, then the best mix of damage and balance I found was circle/claw/kick/elbow/punch/dodge. This combo also kept me nibly balanced most of the time. For any who wonder, no I am not a prydaen, but I found that the claw does more damage than jab even so. I also discovered that the previous combo works well without the didge, but I usually fell to solidly balanced between punch and circle when I started a new cycle. This works for me, since I can get bck to damaging blows slightly faster by elimination the 4-second-RT dodge.
--Player of many, master of none--
The best combo I could find that incluses slam was circle/jab/slam/punch/elbow/kick. This kept my nimbly balanced nearly all the time. If you do not need the slam in there, then the best mix of damage and balance I found was circle/claw/kick/elbow/punch/dodge. This combo also kept me nibly balanced most of the time. For any who wonder, no I am not a prydaen, but I found that the claw does more damage than jab even so. I also discovered that the previous combo works well without the didge, but I usually fell to solidly balanced between punch and circle when I started a new cycle. This works for me, since I can get bck to damaging blows slightly faster by elimination the 4-second-RT dodge.
--Player of many, master of none--
Re: Brawling combo balance loss on 06/19/2008 04:31 AM CDT
>>gouge slap [kick slice (dodge) punch elbow]
Wow. After my long-winded reply, forget all that and go with this. Tested it out and it workes awesome!! Also, the slam fits perfect right on the end, then cycle back to kick, as the poster mentioned. Near as I could tell, there were no negative effects at all for having added the slam in the cycle. Thank you, NJP, for my new brawling combo. :)
--Player of many, master of none--
Wow. After my long-winded reply, forget all that and go with this. Tested it out and it workes awesome!! Also, the slam fits perfect right on the end, then cycle back to kick, as the poster mentioned. Near as I could tell, there were no negative effects at all for having added the slam in the cycle. Thank you, NJP, for my new brawling combo. :)
--Player of many, master of none--
Re: Brawling combo balance loss on 06/19/2008 04:35 AM CDT
Re: Brawling combo balance loss on 06/19/2008 04:50 AM CDT
Yep, just tested myself and it's best put after the elbow and before the next kick. The slam will cost you a tiny amount of balance, but when you're already solidly at incredible, as you will be by the first time you get to elbow anyway, it's not enough to draw you below incredible anyway.
As an aside, I'd completely forgotten about the non-shield usage of slam, so thanks for starting this thread and reminding me about it, adding it into the combo has opened a whole new world of pain for my character's enemies.
Oh, and glad to help.
P.S. This combo is only really best for those who aren't Prydaen. My Prydaen character uses the simple gouge slap claw combo, stays incredible/overwhelming and kills like nobody's business.
Putting the Romance back in Necromancer.
Necromancy: Because every man lives, not every man really dies.
As an aside, I'd completely forgotten about the non-shield usage of slam, so thanks for starting this thread and reminding me about it, adding it into the combo has opened a whole new world of pain for my character's enemies.
Oh, and glad to help.
P.S. This combo is only really best for those who aren't Prydaen. My Prydaen character uses the simple gouge slap claw combo, stays incredible/overwhelming and kills like nobody's business.
Putting the Romance back in Necromancer.
Necromancy: Because every man lives, not every man really dies.
Re: Brawling combo balance loss on 06/19/2008 05:04 AM CDT
Gnome Brawling? on 07/02/2008 07:41 AM CDT
So... the prospect of my little gnome brawling always seemed incredibly odd to me, yet also the mental image of a two foot maniac flying at the face of its enemies and gouging out its eyes does have its appeal. I've not messed with brawling for years, but do any of those combos I've recently seen posted work for someone with pitiful strength?
Here's where I'm sitting for stats
Strength : 10 Reflex : 16
Agility : 15 Charisma : 10
Discipline : 16 Wisdom : 16
Intelligence : 16 Stamina : 20
I'm a Ranger if that matters.
Kurako
Here's where I'm sitting for stats
Strength : 10 Reflex : 16
Agility : 15 Charisma : 10
Discipline : 16 Wisdom : 16
Intelligence : 16 Stamina : 20
I'm a Ranger if that matters.
Kurako
Re: Gnome Brawling? on 07/02/2008 08:00 AM CDT
My gnome brawls. Granted, she does have a bit more strength than yours does- But pretty much the same combo has served her since she was fresh from the CM.
And yes, the combos do work- especially with footwraps and brass knuckles. ;)
Player of...
Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy
A journey of a thousand SMILES begins with a single step- Ziggy
And yes, the combos do work- especially with footwraps and brass knuckles. ;)
Player of...
Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy
A journey of a thousand SMILES begins with a single step- Ziggy
Re: Gnome Brawling? on 07/02/2008 08:12 AM CDT
Re: Gnome Brawling? on 07/02/2008 08:29 AM CDT
::LOL!::
Well- my little gnome has only 18 strength. But she also has had a decent number of TDPs to play with. Strength does help, make no mistake- But in my sometimes not-so-humble opinion, stamina matters more so you don't get worn out too quickly.
Biting is one thing I'm not so sure of, as there is that annoying bug with grappling. But you can try it!
Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy
A journey of a thousand SMILES begins with a single step- Ziggy
Well- my little gnome has only 18 strength. But she also has had a decent number of TDPs to play with. Strength does help, make no mistake- But in my sometimes not-so-humble opinion, stamina matters more so you don't get worn out too quickly.
Biting is one thing I'm not so sure of, as there is that annoying bug with grappling. But you can try it!
Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy
A journey of a thousand SMILES begins with a single step- Ziggy
Re: Gnome Brawling? on 07/02/2008 08:40 AM CDT
Re: Gnome Brawling? on 07/02/2008 10:14 AM CDT
You can stick to move which use the agility and reflex stats. Not all brawl moves are completely strength/stamina dependent.
http://www.play.net/forums/messages.asp?forum=20&category=11&topic=1&message=82
Also, what type of armor? I assume leathers since you stated being a Ranger. With leather you might get better results with brawling equipment (hand wraps, elbow wraps, foot wraps). If you wear metal armors, than stick with those.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
Strength & Stamina: Punch, Slice, Gouge, Kick, Elbow, Knee, Butt, Lunge, Punch, Slam |
Strength & Agility: Slap |
Strength & Reflex: Bite |
Agility & Reflex: Claw, Jab, Feint |
http://www.play.net/forums/messages.asp?forum=20&category=11&topic=1&message=82
Also, what type of armor? I assume leathers since you stated being a Ranger. With leather you might get better results with brawling equipment (hand wraps, elbow wraps, foot wraps). If you wear metal armors, than stick with those.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
Re: Gnome Brawling? on 07/02/2008 10:18 AM CDT
Re: Gnome Brawling? on 07/03/2008 03:47 AM CDT
Brawling, Grapple and Throws on 10/27/2008 12:55 AM CDT
I was thinking the other day after having lost a drunken wrestling match, and a few ideas on a new grapple system popped into my head. Because the current one's pretty lame and all(no offense intended towards our lovely GMs who have been saddled with old outdated systems).
1a)So my idea is that GRAPPLE would become a verb which paves the road to a whole different avenue of fighting style. Instead of trying to inflict physical maiming damage, the goal of grappling would be to inflict positional and status ailments. This includes loss of balance, loss of concentration, loss of fatigue to a cap, loss of vitality to a cap, entanglement, the infliction of RT, stun, or the ever potential knock out. All of this is non-lethal.
1b)The groundworks of the system is that through an initial GRAPPLE, a character would be eligible to use a slew of other grappling combat maneuvers.
2a)Grapple would have a base cool down of 15 seconds after release. What that means is that if you successfully grapple someone, after the grapple is broken 15 seconds must pass before you can re-attempt to grapple said opponent. This would prevent people from spamming grapple-shove-grapple.
2b)Grapple can only be executed with at least one hand free.
2c)At every 75 ranks in Brawling a character will receive 1 less second of cool down RT down to a base of 5 seconds.
3a)The initial grapple check is a simple brawling vs evasion contest. Success would grant 2 and 4 RT to the attacker and defender respectively.
3b)While grappled, throwing maneuvers may only be performed on an opponent below solid balance, and consist of a brawling vs brawling check. Success would grant RT to both attacker and defender as well as other potential ailments to the defender as noted above in 1a.
3c)At every 50 ranks in Brawling a character will gain knowledge of one additional grapple maneuver which can be executed after a successful grapple.
4a)Breaking a grapple via SHOVE will be under a three strikes you're out clause. If you cannot break a grapple with a proper skill check in two tries, your third attempt will get you out automatically. Failed grapple breaks will grant more Roundtime to the one attempting the break than the one attempting to hold on.
4b)Holding anything while grappling will default the other person to the third attempt for grapple breaking purposes. What this means is that if you grapple with one of your hands full, at any point during the grapple that the other person is not in Roundtime they can automatically break your grapple via SHOVE.
Sample Scenario...
[Desolate Planes, Meadow Grassland]
The unhealthy grass beneath your feet gently sways with even the slightest bit of wind, underlaying a wide expansion of non-eventful sky. The occasional dead tree sprouts up from the ground, twisting and turning awkwardly as if trying to uproot itself. There is nothing but still lifelessness for as far as you can see.
You also see a human shaped bumblegump.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest.
>grapple bumb
You reach out to the bumblegump and grasp it firmly.
Roundtime: 2 seconds.
(Bumblegump receives 4 RT)
>shove bumb
You push the bumblegump away, breaking your grip!
Roundtime: 1 second.
(Bumblegump receives 1 RT)
>grapple bumb
Unfortunately you have not had enough time to find another opening yet.
- time passes -
>grapple bumb
You reach out to the bumblegump and grasp it firmly.
Roundtime: 2 seconds.
>assess
Messaging indicating that the Bumblegump is below Solidly Balanced.
>turn bumb
You grip the bumblegump's arm firmly with one hand right as your other reaches its wrist. With a circling motion, you turn the bumblegump's arm while maintaining your grip on its wrist sending the bumblegump crashing to the ground!
Roundtime: 1 second.
(Bumblegump receives 4 RT)
>assess
Messaging indicating that the Bumblegump is prone and stunned.
__
~Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v3.xls
1a)So my idea is that GRAPPLE would become a verb which paves the road to a whole different avenue of fighting style. Instead of trying to inflict physical maiming damage, the goal of grappling would be to inflict positional and status ailments. This includes loss of balance, loss of concentration, loss of fatigue to a cap, loss of vitality to a cap, entanglement, the infliction of RT, stun, or the ever potential knock out. All of this is non-lethal.
1b)The groundworks of the system is that through an initial GRAPPLE, a character would be eligible to use a slew of other grappling combat maneuvers.
2a)Grapple would have a base cool down of 15 seconds after release. What that means is that if you successfully grapple someone, after the grapple is broken 15 seconds must pass before you can re-attempt to grapple said opponent. This would prevent people from spamming grapple-shove-grapple.
2b)Grapple can only be executed with at least one hand free.
2c)At every 75 ranks in Brawling a character will receive 1 less second of cool down RT down to a base of 5 seconds.
3a)The initial grapple check is a simple brawling vs evasion contest. Success would grant 2 and 4 RT to the attacker and defender respectively.
3b)While grappled, throwing maneuvers may only be performed on an opponent below solid balance, and consist of a brawling vs brawling check. Success would grant RT to both attacker and defender as well as other potential ailments to the defender as noted above in 1a.
3c)At every 50 ranks in Brawling a character will gain knowledge of one additional grapple maneuver which can be executed after a successful grapple.
4a)Breaking a grapple via SHOVE will be under a three strikes you're out clause. If you cannot break a grapple with a proper skill check in two tries, your third attempt will get you out automatically. Failed grapple breaks will grant more Roundtime to the one attempting the break than the one attempting to hold on.
4b)Holding anything while grappling will default the other person to the third attempt for grapple breaking purposes. What this means is that if you grapple with one of your hands full, at any point during the grapple that the other person is not in Roundtime they can automatically break your grapple via SHOVE.
Sample Scenario...
[Desolate Planes, Meadow Grassland]
The unhealthy grass beneath your feet gently sways with even the slightest bit of wind, underlaying a wide expansion of non-eventful sky. The occasional dead tree sprouts up from the ground, twisting and turning awkwardly as if trying to uproot itself. There is nothing but still lifelessness for as far as you can see.
You also see a human shaped bumblegump.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest.
>grapple bumb
You reach out to the bumblegump and grasp it firmly.
Roundtime: 2 seconds.
(Bumblegump receives 4 RT)
>shove bumb
You push the bumblegump away, breaking your grip!
Roundtime: 1 second.
(Bumblegump receives 1 RT)
>grapple bumb
Unfortunately you have not had enough time to find another opening yet.
- time passes -
>grapple bumb
You reach out to the bumblegump and grasp it firmly.
Roundtime: 2 seconds.
>assess
Messaging indicating that the Bumblegump is below Solidly Balanced.
>turn bumb
You grip the bumblegump's arm firmly with one hand right as your other reaches its wrist. With a circling motion, you turn the bumblegump's arm while maintaining your grip on its wrist sending the bumblegump crashing to the ground!
Roundtime: 1 second.
(Bumblegump receives 4 RT)
>assess
Messaging indicating that the Bumblegump is prone and stunned.
__
~Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v3.xls
Re: Brawling, Grapple and Throws on 10/27/2008 01:04 AM CDT
This would be cool. Make them all empath-friendly and I am in. I think we can all agree that grapple/tackle/non-lethal brawling is pretty broken and has tons of room for improvement.
Also, Barb berserks need to start checking for grappled state. I'm cool with them viciously breaking free, but they need to have a RT and a check of some kind in place. A 150th 'Tog with 99 strength and stamina should be able to hold a 20th circle Barb down if he wants to, even if said Barb is 'zerking.
Dragonrealms Tourney Calendar: http://tourneydr.com
Also, Barb berserks need to start checking for grappled state. I'm cool with them viciously breaking free, but they need to have a RT and a check of some kind in place. A 150th 'Tog with 99 strength and stamina should be able to hold a 20th circle Barb down if he wants to, even if said Barb is 'zerking.
Dragonrealms Tourney Calendar: http://tourneydr.com
Brawling and Backtraining on 11/06/2008 09:45 PM CST
I think that I heard somewhere that brawling makes creatures run as if you are holding a weapon you are skilled in. Is this still the case? And if so has there been any word on if this is intentiional or not? I may have to put it on hold or drop it all together if it is, I dont want to never be able to learn how to fight with a hammer no matter how raw brawling is.
Re: Brawling and Backtraining on 11/06/2008 09:47 PM CST
Re: Brawling and Backtraining on 11/07/2008 05:21 AM CST
>There are plenty of critters that don't run, that it shouldn't normally be an issue.
The vast majority of lower level creatures do run, making this a huge issue if your brawling is too high. If you haven't experienced it, your brawling isn't high enough. Even celpeze can freeze in fear, although that may be a separate issue. In any case, this is the major disadvantage to training brawling right now.
The vast majority of lower level creatures do run, making this a huge issue if your brawling is too high. If you haven't experienced it, your brawling isn't high enough. Even celpeze can freeze in fear, although that may be a separate issue. In any case, this is the major disadvantage to training brawling right now.
Re: Brawling and Backtraining on 11/07/2008 06:53 AM CST
I wish lowering your attack stance mitigated this.
__
~Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v3.xls
__
~Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/leicollagefinal.jpg
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com/bard_planner_v3.xls
Re: Brawling and Backtraining on 11/07/2008 10:25 AM CST
Do blood wolves run? Or vines? Whenever I've backtrained a weapon I've always started at blood wolf level, and gone from there.
Maybe they run now. Never did for me before. I'd think a progression like blood wolves -> vines -> regular peccs -> caracals/bristles -> basilisk/raiders/shadowbeast/celpeze (no way I myself have enough brawl to make celpeze freeze, only 400) would be fairly safe to not have runners, do these guys run? Obviously I'm ignoring anything smaller than blood wolves.. which could be an issue for some starting out with a 0 rank weapon.
Hmm, does someone have a list of what runs/doesn't run b/c of high brawl ranks?
Maybe they run now. Never did for me before. I'd think a progression like blood wolves -> vines -> regular peccs -> caracals/bristles -> basilisk/raiders/shadowbeast/celpeze (no way I myself have enough brawl to make celpeze freeze, only 400) would be fairly safe to not have runners, do these guys run? Obviously I'm ignoring anything smaller than blood wolves.. which could be an issue for some starting out with a 0 rank weapon.
Hmm, does someone have a list of what runs/doesn't run b/c of high brawl ranks?
Re: Brawling and Backtraining on 11/07/2008 01:26 PM CST
Blood wolves run, creepers do not. Still, that's a big jump. I can't remember if peccaries run, but caracals do not.
Honestly, I don't think stance should matter. If I don't want to scare a goblin away, I'm sure that with 99 intelligence/wisdom I could figure out a way to appear non-threatening. The fear mechanic doesn't really make sense.
Honestly, I don't think stance should matter. If I don't want to scare a goblin away, I'm sure that with 99 intelligence/wisdom I could figure out a way to appear non-threatening. The fear mechanic doesn't really make sense.
Re: Brawling and Backtraining on 11/07/2008 01:48 PM CST
Re: Brawling and Backtraining on 11/09/2008 10:01 AM CST
Can we PLEASE get Brawling fixed? on 11/21/2008 09:04 PM CST