Extra Step

if using Chambara Fighting rules in 4e, Extra Attacks can be sacrificed to gain a step instead, value of limitation for Extra Attacks which can only be used this way is unknown.
==Dungeon Fantasy==
Denizens 27 Great Void
==note==
Being -2 to Basic speed and +2 Move is -40+10 for a -30. Instead of Increased Dodge [30] this is like Decreased Dodge [-30].
Increasing move 10 points costs 50 points normally. Doing so with Combat Only -20% and Temporary Disadvantage: Decreased Dodge 2 -30% works out to 25, same as Kromm has below.
This has the same effect EXCEPT it allows for longer overall move (such as during a Move and Attack) and incurring a dodge penalty.
Taking Emergencies Only instead of Decreased Dodge probably emulates it better, but it couldn't be used in non-emergencies.
==quotes==
===Douglas Cole===
2008 http://forums.sjgames.com/showpost.php?p=702204&postcount=10
I'd think -40% to as little as -25%.
===Kromm===
2009 http://forums.sjgames.com/showthread.php?p=762331
Built as a technique (see Martial Arts, pp. 89-93), the ability to take an extra step while attacking would begin life as Committed Attack (Determined) with an extra step. The inherent drawbacks of that maneuver are:
*Give up one defense (usually a parry, sometimes a block or a dodge).
*At -2 on all remaining defenses.
*Cannot reatreat.
The technique-design rules would therefore assign these penalties to buy off:
*Special Benefit: Don't give up a defense (-1).
*Special Benefit: Can buy off defense penalties, which is normally illegal (-1).
*Own Defenses: +2 to Block, Dodge, and Parry to offset -2 from Committed Attack (-12).
*Special Benefit: Can retreat after Committed Attack (-1).
Thus, the default would be skill-15. As this technique buys off a situational penalty, it should be Hard. Improving it to full skill would cost 16 points.
That means 16 points is an internally consistent cost for Extra Step (Karate), Extra Step (Broadsword), etc. Note the skill dependency. For a generic Extra Step with any attack, borrow the pricing of Extra Attack [25] relative to Extra Attack (Single Skill, -20%) [20]: 25% higher. Thus, 20 points would be a fair price for an extra step on any attack.
Being able to use that step with the other maneuvers that allow a step would amount to a series of perks, once you've got it with the maneuver that really matters. Those maneuvers are Aim, Concentrate, Defensive Attack, Evaluate, and Ready; if you're using Martial Arts, you must include Defensive Attack but Feint becomes just something else you can do with any attack-type maneuver. I'd call that a perk per maneuver, or +5 points. This would make a fully general Extra Step a 25-point advantage.
Chambara fighters would always be better off with Extra Attack, but do note that not everybody is a chambara fighter.
Category:Techniques