"stuck" weapons
Posted: Fri Jun 30, 2023 5:02 am
Not sure how well this would work, so I'm posting it here for folks to offer their two coins
In real life combat, there's a small but real chance that a weapon could get "stuck" or bound up in a fight - wedged in an opponent's shield (I've seen this happen during testing, and it's why most warriors wouldn't actually just go Hell-for-leather swinging as hard as they can at the enemy's shield), or the ground, or an unfortunately placed bit of wooden furniture, or the opponent's guts/flesh (especially swords). This usually only requires a fraction of a second's extra work to fix, but how could it be done in Palladium? In a life-and-death struggle, taking a fraction of a moment to have to rip your axe out of the opponent's shield is going to cost you, because it leaves you vulnerable.
In real life combat, there's a small but real chance that a weapon could get "stuck" or bound up in a fight - wedged in an opponent's shield (I've seen this happen during testing, and it's why most warriors wouldn't actually just go Hell-for-leather swinging as hard as they can at the enemy's shield), or the ground, or an unfortunately placed bit of wooden furniture, or the opponent's guts/flesh (especially swords). This usually only requires a fraction of a second's extra work to fix, but how could it be done in Palladium? In a life-and-death struggle, taking a fraction of a moment to have to rip your axe out of the opponent's shield is going to cost you, because it leaves you vulnerable.