Mac Thamhais wrote:Okay, so with that said, why are we using thrusting tips (at least on single handed weapons) at all? I mean, if the pokey end of a weapon is cut off square, and its edges rounded, why does it even need to be squishy? Especially exactly this squishy with this exactly kind of material. We get hit with bare rattan all the time from the striking surfaces of our weapons. So does thrusting need to be any different?
Just asking.
I see it like this, our "padding" provides a balancing factor to our swing/thrust. If the basis of our game at its core is the single handed swing from a sword then that should be our bench mark on strength/force blow calibration.
Example, if I swing a sword at you and hit with a sufficient force that is is "good" then by natural progression a thrust with the same power should be "good" as well? Correct?
However, because of physics a thrust transfers more force through the weapon to the target, so a thrust of the same power as a swing would be excessive.
Now, yes, to counter act this you "pull the shot". But, there are many other factors involved, pulling the shot is not that easy, experience, range, precision and even opponents motion all need to calculated in split second timing. Not to mention shifting power generation from high to very low so fast and changing it up between shots is hard to do.
I see thrusting TIPS as a "fudge factor" allowing us to thrust closer to our regular power level without having to pull the shot so much. They also allow fighters to not have to be so precise with their power on the thrust. These tips also help prevent injury if the opponent decides to step in when you thrust, thus increasing the power of your thrust without your knowledge.
Are thrusting tips really NEEDED? probably not, are they a good IDEA? absolutely.