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Old 07-01-2012, 03:07 PM   #17
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: DF: Forgotten Realms Martial-Arts Styles

Quote:
Originally Posted by CousinX View Post
The technique it's trying model is where the fencer makes an attack, fails (i.e. misses or is parried), and then makes an immediate follow-up attack along the same line to exploit his momentum...
GURPS has this mechanic, under another name. You're just changing the special effect. Give the style a perk, Special Exercises, for Aspected Luck.

That said, not every realworld motion needs a granular representation in GURPS. A real-world attack, parry, remise, and second parry attempt could be resolved as a SINGLE attack (since the remise takes place in under a second) and SINGLE defense. Being able to land the remise is a characteristic of high skill, which might well be modelled as a Deceptive Attack.

GEF

PS: This from my houserules may be useful to you:


Skill Limitations
These quirks are the disadvantageous analogs of Style Perks. You have studied a combat skill extensively but in the limited context of a martial arts style. Each Skill Limitation quirk matches a level of skill which costs 4 points; that is, for a net cost of 3 points, you acquire a level of skill which applies only in certain broad cases (but counts normally for calculating Parry or Block defense, and defaults, for the sake of simplicity). You may not have more than one Skill Limitation quirk on a single level of skill or more than two modified levels of the same skill (and for book-keeping sanity, they should both have the same quirk). These quirks may appear in a style's recommended traits, but replacing the recommended quirk with a different one is a simple way to define a substyle. For example, the style above might have a substyle that particularly favors the longsword over the bastard sword, swapping Defensive for Favored Weapon. Its proponents would aggressively argue for the superiority of their weapon, and would fight more aggressively, too.

Aggressive (Flurry): Your limited skill level applies only with a Rapid Strike, including All-Out Attack (Double), All-Out Attack (Feint), Dual-Weapon Attack, and any Combination.

Aggressive (Great Lunge): Your limited skill level applies only with Extra Effort (Great Lunge), All-Out Attack (Long), or Committed Attack with an extra step.

Aggressive (Heroic Charge): Your limited skill level applies only with Extra Effort (Heroic Charge) or with a Move and Attack (subject to the restrictions on a Wild Swing as usual).

Aggressive (Mighty Blow): Your limited skill level applies only with a Beat, All-Out Attack (Strong), Committed Attack (Strong), or Extra Effort (Mighty Blow).

Deceptive: Your limited skill level applies only with a Deceptive Attack, Feint (not including Beat), Return Strike, Riposte, or Spinning technique.

Defensive: Your limited skill level applies with a Counterattack, Defensive Attack, Wait (including a Stop Hit), or to any attack which accrues a bonus from a prior Evaluate maneuver.

Favored Mode (Aimed): Your limited level of a ranged weapon skill applies only when you Aim.

Favored Mode (Kicking): Your limited level of unarmed combat skill applies only when you attack with your legs, as in the case of a Jump Kick or Triangle Choke.

Favored Mode (One-Handed): Your limited level of Crossbow or Spear skill applies only when you use the weapon in one hand, not both.

Favored Mode (Thrust): Your limited level of a sword skill applies only when you thrust instead of swing.

Favored Weapon: Your limited level of skill applies only with a specific weapon type; for example, you might specify the glaive as your favored weapon under Staff skill (in conjunction with the perk Weapon Adaptation). For ultra-tech weapons, specify the technology, such as lasers for a Beam Weapons skill; specialization with a mass-produced model such as a Colt 1911A pistol is a Weapon Bond perk instead (assuming manufacturing to close tolerances).

Precision: Your limited skill level applies only for called shots to penalized locations (including pressure points and chinks in armor).

Technique Focus: Your limited skill level applies only with the non-cinematic techniques of a specific style you know, which must have at least 3 and no more than 6, for more wouldn't be “focused” and fewer wouldn't be cost-effective. Furthermore, any additional technique acquired with the perk Style Adaptation is covered by the limited skill level. No style need list Technique Focus as a recommended trait, because it is appropriate to any style with the appropriate number of techniques.


Shield Fighter
Mental Quirk. You learned a specific weapon skill in the context of a weapon-and-shield style and incur a ‑1 penalty to any parry with that weapon which does not benefit from a Defense Bonus.


Dual Attack Variant
You may specify a particular combination of weapons, in which case a single dual attack technique applies to both relevant skills, but only for that particular combination. For instance, you may learn the technique for skill with a hafted weapon, in which case both attacks have Reach 1, and the second attack is with the haft based on Staff skill against a target adjacent to the first. Or you might learn a dual attack with sword and shield, in which case it would not apply with paired swords.


Extra Options
Rather than making these cinematic options globally available, I use them as perks to distinguish different cinematic styles.They collectively cover most of the “super-cinematic” options from GURPS Martial Arts, p. 129 (plus proxy fighting as described on p. 132).

Acrobatic Defense: You may use Acrobatics to enhance a Parry or Block, exactly as you would for an Acrobatic Dodge.

Combat Leaping: You need not halve jumping distance in combat.

Combination: Combinations are real, practiced in the form of kata, but a typical style teaches many of them, and mastery of the lot corresponds to a rise in overall skill level (sufficient to soak the penalty for rapid strike), perhaps with the skill limitation quirk Aggressive (Flurry). However, as an Extra Option, you can focus on a specific combination to raise it above default. A two-action combo can include a Dual Attack, if you have that technique, effectively making it a three-action combo, the maximum without kinemagic.

Enhanced Defense: You may exceed by one level the usual limit for a particular variant of the advantage Enhanced Defenses.

Multiple Retreats: You may retreat more than once per turn, and more than a single hex at a time, up to half your Move, at ‑1 per hex of movement after the first. For instance, you retreat as normal, then when attacked again, leap back two yards; these are the second and third hexes of retreat this turn, so you take a ‑2 penalty (from the usual +3), and unless you have Move 8 or higher, you're done retreating.

Multiple Steps: You may convert Extra Attacks (from the advantage) to extra Steps and take them before or after your remaining attacks in the same turn.

Proxy Fighting: You may use an intervening object to transmit force and extend the range of your blows, for instance shoving a table into a foe, or manipulate another person in combat as if he were a life-size puppet!

Retreat Bonus: You get the retreat bonus of Fencing, Judo, or Karate skill with a specified alternate weapon skill, but only when unencumbered. Not applicable in conjunction with a parry bonus (i.e., staff).

Special Feats: You may use cinematic skills for feats that depend on lightening the body: Flying Leap to cover full distance without full force or effort, Light Walk across the flimsiest surfaces, Lizard Climb in combat.

Last edited by Gef; 07-01-2012 at 03:25 PM.
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