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Originally Posted by Gnome
All the more reason to use Karate! Kicks have Reach 1, so if you step into his left-side hex (after slipping into the left-front hex on his attack), you can kick him without fear of being hurt on the parry.
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You know, I hadn't thought of that, but it does work to keep the knife out of play for parrying. It doesn't stop him from doing a retreating dodge to put you in a different hex for his next attack, but you can rinse and repeat your initial tactic.
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So if our hypothetical barely-realistic-highly-skilled martial artist has ST 13 and Karate at DX+1 at least, and he's wearing boots, he'll kick for 1d+3 cr, or an average of 6.5 points of damage. It shouldn't take many of those to ruin Mr. Knife's day! In fact, if knife guy has only 10 HP, that will be a major wound and a likely fight-ender in just one hit (especially if that hit was to the face, for a -5 to the stun check, or to a limb or appendage for a crippling blow).
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I think targeting the leg here is much better than the face. With only a -2 to hit and a major wound on average damage, it seems like a no-brainer. You should also have some room to throw some deceptive attack in there.
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I'm getting more and more convinced that messing around with grapples is a waste of time. Karate guy should be able to kick the s**t out of his knife wielding opponent without too many problems (assuming knife guy is your average HT10 ST10 skill12 mook).
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I'm going to need to read some more on this, but that might very well be the case in GURPS, which is a shame since it really doesn't work out like that in Real Life.
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On the other hand if the knife guy is also highly skilled...he should probably win the fight, since he's armed and the martial artist is not.
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Agreed. What stinks in this case is that the Knife Fighter doesn't get a +3 on retreating parries because his weapon isn't a "fencing" weapon.
As far as I'm concerned, if the Knife Fighter has Karate, Judo, or Boxing in addition to Knife, he should get the footwork bonus for a retreating parry.