Flavour Handbook excerpt: Melee Combat
The votes are in: For your first voted topic you all wanted to hear about: Melee combat!
Melee combat is the area that by default has the least flavour, but has the most potential to be filled with flavour. Consider the same premise for melee combat that was posed above, as long as the rules aren't changed, anything goes. Sure, your fighter might full attack for 3 attacks, but that doesn't mean they aren't swinging six or seven powerful strokes of their blade, and just because your attack missed doesn't mean the opponent dodged, it could be parried, or it could have struck but not penetrated their armour, or just narrowly missed. Likewise a hit doesn't always have to be a hit, you can flavour a hit as a miss, a swing the foe evaded but still took a little wind out of their sails, making them more likely to take a grievous injury or die from a future swing. And likewise a miss can be flavoured as a thin shallow hit, a nick or scratch dealing only superficial damage. By the same token, how brutal and painful a hit is can change dramatically. Was that blow from a greatsword a brutal stab in the chest? A shallow slice along the arm? A harsh bash with a pommel? And that brings up the question of where a blow hit. It's generally assumed most blows are going to strike the center of mass, but there's a whole plethora of other options besides chest wounds. Eyes, lips, cheeks, ears, biceps, forearms and other wide flat soft tissue areas are interesting places for piercing and slashing weapons to strike, particularly if they leave interesting scars on an enemy likely to survive. Bludgeoning weapons typically are best directed at bony areas, hands, shins, cheekbones, skulls, shoulders, collarbones, spines and the like.
Don't forget to keep sending me what you want to hear about for tomorrow. Your options are: Force, Negative energy, positive energy, arcane damage, , critical hits, movement in combat, and grappling.