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Originally Posted by ericthered
No, such a system would be about controlling the hex, not about getting bonuses to attack.
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Feints/Beats great penalties to active defenses of those you target OR penalties to hit you (defensive variant) but can't give a bonus to hit.
The closest to that is you can more freely use Telegraphic for a +4 to hit since you're less worried about that +2 to defend.
Quote:
Originally Posted by ericthered
You could make a system where swordplay is treated as a grapple, with "weapon control points" being added up and spent to try and hit, but that's a different kettle of fish and a rather ambitious project.
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I could've sworn I came across someone doing that in a GURPS blog already but I forget where. The grappling aspect of weapon combat seems really valuable in expanding how parrying/blocking works though, what with the locking swords / presses being a pretty interesting part of many cinematic sword fights.
Quote:
Originally Posted by ericthered
He has his defense bonus to keep him happy. And a defensive slam is a particularly weird attack.
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I figure it's just like a half-committed sort of thing when you keep most of your focus on defending.
I'm talking about rolls to hit nearby targets in general, not specifically slams.
Quote:
Originally Posted by ericthered
I think there is a little of both "you don't get bonuses to hit the immobile guy" and "they get a dodge".
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Er, in the 1st did you mean you don't get penalties to hit immobile guy?