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Old 09-17-2007, 06:58 PM   #17
Peter V. Dell'Orto
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Join Date: Aug 2004
Location: New Jersey
Default Re: Rules puzzle: Extra Attack and readying

Quote:
Originally Posted by whswhs
It seems to me it works kind of poorly for thrown weapons. Say I take Extra Attack for 25 points. Now I ready a rock, which takes one turn, and I throw it, which takes one attack of the next turn—and I can't throw another rock, not even with the other hand, because I can only ready one rock? In effect, that makes Extra Attack worthless if I apply it to throwing things.
Check GURPS Martial Arts, specifically pages 119-121 for its options like Rapid Strike with Thrown Weapons and Rapid Fire with Thrown Weapons. Also check out the rules for multiple fast-draws on page 103. They are tailor-made for what you're ultimately trying to accomplish.

Quote:
Originally Posted by whswhs
As a side question, what about Extra Parry? If I can have an advantage that lets me attack with weapon A and with weapon B, can I have an advantage that lets me parry with both? That one might actually be WORTH 25 points!
You'd pay 25 points for one extra parry at -0 and call that worth 25 points? You can buy Trained By A Master and half your parry penalty from -4 to -2, or -2 to -1 for fencing weapons, for 30 points...and get lots of benefits on top of that. Or Weapon Master (two weapons, for main gauche and rapier) for 25, for the same parry benefit.

Maybe you're thinking of something different than I am. You already are talking a two-weapon fighter with two fencing weapons, so you've got two "counts" down from -0 parry to defend yourself. With TBAM and Combat Reflexes and a good skill you should be able to defend with near-maximum skill as many times as you can reasonably be attacked. I run a game with a TBAM fencer with Combat Reflexes and Enhanced Parry 1. I've seen her attacked successfully 7 times in a turn and only "sweat" that last parry at a mere 12-13 or so.
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