Your questions are more or less covered here and there in this thread but I guess I could consolidate it for those that are interested in the H2H and stealth characters. Keep in mind this is not intended to be a H2H overhaul mod, it is a melee weapons mod but H2H enhancements just kind of evolved out of the Melee weapons mechanics.
Points of interest (when you use my default INI settings)
- ALL Melee Weapons range, speed and damage will adhere to a stringent balancing system
that will make shorter weapons have "relatively" low damage but very high damage rates and longer weapons will have "relatively" low damage rates but high damage.
- Shields and weapons will use more fatigue and have less chance to succeed when blocking larger more powerful weapons depending in part on your block skill. But smaller weapons use less fatigue when moving them in and out of the "wards" (the on guard positions).
- If you have high skill and attributes to do so close in “grapple blocks” will be the most efficient way to stop H2H and weapons damage in a fight.
- If you have high skill and attributes to do so close in “grapple throws” will be the most powerful way to stop H2H and weapons damage in a fight.
- If you have high skill and attributes to do so you can do as many Bob and Weave (dodge) as you have fatigue to burn. Unlike my previous version this maneuver is much easer to use in the game as it only requires you to perform a sneak and block action at the same time to trigger it. This stats based Bob and Weave dodging is adapted from one of my older mods.
- Critical hit system gives you a large multiplier for head damage and trip and fall effect for leg shots. Combine this with my elevated power attack game settings and it is not too hard to get a one shot kill with a rear flank sneak attack even with only a dagger. I am considering an "ignore armor" effect as well for rear attacks.
- Hard blows to an opponent as they are getting back up from the ground can knock them back down.
- Body movement can add a lot of extra force to your attacks
The following is actual game play with my mod (using my default settings):
You sneak up into a campsite on an embankment. There are 3 dangerous looking bandits at the campfire talking about how they hate mudcrabs.
One small guy with a shield and sword. One big guy with a war hammer and full plate armor and a little further away is a girl in leather armor and claymore.
You only have a dagger and you are all out of poisons and arrows so you need a plan to take them out fast…a good one.
The girl is too far away and the big guy might not fall to a one shot hit with a dagger especially with a full plate helm on. So you rear flank sneak attack the small guy plunging your dagger deep into the base of his skull with a power attack. He is dead before he meets the dirt. The giant turns to power attack you with his war hammer. With a large blunt weapon this is a very slow type of attack so you Bob and Weave (duck under and sidestep) the massive blow easily.
You strike the side of his knee with your dagger. It may not be much damage, but it is just enough to upset his stance. His huge body overtakes his other leg sending him falling to the ground. He will be down for several seconds so you turn to face the charging woman warrior that seems very intent on bathing in your blood!
You know you might have a small chance to parry the claymore with your dagger but even if you succeed to deflect most of the damage with your small blade you would consume way too much fatigue in the act.
However she is smaller than you and you are a master in H2H skills, so you think it would be best to use a grapple throw instead. Using only one hand would be much harder (there is a penalty to grappling if one hand holds a weapon) and you need to get this right the first time. So in an incredibly brazen move you sheath your dagger and charge in to close the distance bare handed before she can land her shot.
You surprise her In close (h2h range) by stopping her attack with a quick grapple block (a hard slap of the palms to her shoulder and arm). She winds around for another swing but you counter it with a grapple throw. Her grip on the claymore breaks as she hits the ground face first. Her weapon rolls away and you grab it off the ground and turn to face the giant again. Two good shots as he is getting up puts him back down, this gives you time to step past him and spin around attacking his rear flank as he gets up again. All the momentum you gained from spinning around to hit him rips thru his steel helmet. His last breath is forced from his mouth with a sound that leaves no doubt as to his ability to continue to fight.
You then turn toward the girl to finish her off with the claymore but unfortunately at this point you are very low on fatigue, so although she is smaller than you are she is able to throw you the same way you did her moments ago. But this time the claymore spins out over the embankment and is no longer a factor in this fight.
Ok, fine you are both now H2H, she is smaller but she must have some skills to have thrown you so easily even if you were on the brink of exhaustion. You use a few passive blocks to buy time, it hurts but it is better than not blocking her attacks and you need to recover your fatigue so active parrying is not worth it right now.
Once you have caught your breath you fake a left (start the attack on one side ) then strike her right (finish the attack on the other side) with several shots to her head. The feint works and you will see her arms move out of the proper "on guard" position.
The unhindered punch to her head makes her flinch in pain long enough for you to step back and draw your dagger again. She step in and strikes but you grapple block her with your off hand, she is tired so it is not hard to do even with only one free hand. You lash out with several slashes to her head and eventually cut thru her leather armor. Her body surrenders to gravity and falls to the ground!
The fight ends almost too late as your fatigue is so low now you are straining to breath. You gaze down at your fallen foes thinking; "By the Nine Divine that was a stupid idea, what was I thinking taking on the three of them like that. They had better have arrows on them..."
I am curious... Are you planning anything to make sure stealth characters, who may or may not have a sheild, remain viable in combat? I like the reach around idea for sheilds but it sems like it would be very dependant on weapon length which a stealth character might not have very much of. Now I'm all for carrying both a shortsword and a longsword, but I do love shortswords (easily my favorite weapon).
So do you have anything in mind for maintaning shorter weapons viability? Not to copy other mods or insist that it should be covered by this mod but I, for one, would very much enjoy a reliable way of finishing someone off in close range if they havent spotted me (yes DR6 has the ambush thing, which I did enjoy using). Or a way to avoid damage without a sheild by ducking; OR are you planning on making proximity a real gameplay changer in this mod?
IE. If I have a dagger and manage to get through your guard I am now close enough that you cannot bring your sheild to bear and likely cannot strike at me with longer weapons and the denfender has to risk backing up and trying to regain his spacing ASAP. This would also help with the new mechanic you mentioned above by allowing stealth characters to stop the opponent's arm rather than trying to stop it's weapon and risk taking severe damage/fatigue damage. (some form of rapid strafing movements would be awesome as well)
I know since you are (Very) experienced in fighting this sort of mechanic has probably already crossed your mind at least a dozen times, but it would truely make H2H and short-blade much more viable forms of attack (especially if you could get that shoulder first rush thing working) Anyway once again its just my two cents and I would love to know what you have planned.