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Old 01-11-2017, 06:35 AM   #4
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: KYOS - getting rid of thrust and swing damage

Quote:
Originally Posted by weby View Post
...

As for the stuck thing: It is a real thing for swing and not for thrust type attacks. It is much easier to pull a thrust thing out exactly the same way as it went in than a swung thing. In fact it also applies in real life to things like axes when you hit inanimate objects and such.
Only in combat where you have two people moving around (and one potentially falling over in all sorts of awkward ways because they got a sword or spear in them), it's often not the case that you are withdrawing your weapon at the same relative angle as you thrust it in.

Thrust objects get stuck, they got stuck in combat as well. It was one the points in the C19th thrust vs. swung cavalry sword debate. Modern bayonets are designed so they don't get caught in the rib cage. Lances and spears thrust from horseback had to be careful, or had to dropped if they did hang up. Potentially you could be pulled out of your saddle if you didn't, thanks to a combination of your speed and this happening.


Your right axes certainly get stuck, but that:

a. doesn't mean thrusts don't

b. is more to do with what we hit with our axes

Personally I'd make it a factor of the injury done and what you were hitting. Rather than just the abstract sw imp rule we have. This would still make it an issue for picks etc that can inflict a lot of injury.

Ironically under current rules I could swing an axe at a tree monster all day in GURPS and never risk it getting stuck!

Last edited by Tomsdad; 01-11-2017 at 08:25 AM.
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