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Old 12-12-2014, 05:48 PM   #83
BraselC5048
 
Join Date: Oct 2012
Default Re: Unarmed vs. Knife

Why is everybody assuming Judo is the best option? From the standpoint of somebody using Karate, the options almost seem a lot better. Low odds of disarming, but good odds of wining the fight by simply beating him up enough.

Why not a simple Kick to the weapon hand, using Karate? If you've spent the 3 points to buy off the -2 for kicking, it's a 14 or less roll to hit (assuming skill 18). The target, assuming Knife-12, has Parry 9. If he fails, you've pretty much gotten rid of the problem, since now the knife in on the ground and his hand is broken. If he doesn't give up, then just start beating him up. If he passes his Parry, he gets an attack roll against 8 or less on your leg, a 25% chance, and hopefully something that won't happen. A -1 deceptive attack might be worth it then. If he has Knife-10, then it's Parry 8 and an attack roll against 6 if he passes.

Alternately, if you want to go for a good fight-ender on a regular basis, buy off the Skull location. For 5? points you're rolling against 15 or less as above, but if it hits (especially kicking), then you've likely knocked him out.

Or you could go for a Sweep, it'll likely work, although he's at no penalty to parry, which could be bad. Next turn he's at -2 to defend. A jump kick to the torso he'll be defending against at -4, or 5 or less at Knife-12, not good odds, you'll be rolling against 14 still, and he won't be retreating. A kick to the hand against 14, if you've bought off Kicking, or a punch to the hand if otherwise, and he'll be at -2 to defend attacking at effective skill 14.

Disarming is a risky option, you'll still only be rolling against 11 to hit.


Another option is a jump kick to the Torso. You'll have skill 14, he'll be at -2 for his already bad Parry, ST 13 will be doing 1d+4, ST 11-12 1d+3, and hope for a major wound. He'll be stunned for -4 to his next attack anyway. With 12 HP from ST 12, if you have ST 13 it will be a major wound half the time if you're ST 13 or more.

If he has 10 or 11 HP, then it's up to 2/3rds chance of a major wound. If that fails, since his next attack will be at -4, rolling against 8 even at skill 12, that's not good odds, and of course you can retreat for a net +1 to defenses if he does, for Parry-14. Then on your turn, just do it again, it's almost certain to put him below 1/3rd HP. If he has 10 HP, and you're ST 13, then it's a 100% chance he'll be at 0 HP or less. If you can put Extra Effort behind it in your game, then one kick ending it is a lot more likely.

Ironically, seems like throwing a jump kick is the safest option. The damage bonus coupled with the same penalty's worth of Deceptive Attack more than makes up for the -2 to defenses for somebody with skill high enough to make reliable.

If he's got a friend or two, then Judo will put you in a pretty bad spot. Karate works much better if you're outnumbered, since you have much better defenses, then can turn on the next one, assuming he doesn't run off in the first place. If you're an acrobatic fighter with Dodge high enough to make it reliable, being outnumbered gets a lot less bad.
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