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#1 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Until recently, I had always assumed that Dual-Weapon Attack was only available to weapons, but a recent reading of Martial Arts showed me that it can also apply to unarmed attacks.
Can an unarmed DWA be attempted at default by those with an unarmed combat skill (or by those without, for that matter)? If so, why would anyone make unarmed rapid strikes? Most unarmed skills don't take off-hand penalties, so they will geneally have to roll at -4/-4 instead of -6/-6. Even those with TBaM would seem to be better off with DWA most of the time, since the extra -1 to hit is offset by the -1 to the target's defences. |
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#2 |
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Join Date: Sep 2004
Location: Medford, MA
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I'm playing an armed fighter who is built around DWA. As such, I can tell you the drawback of DWA vs. Rapid Strike.
With DWA I am limited to 2 attacks. Rapid Strike doesn't have that limit. And now, as I roam the Arena, my opponents are regularly taking three rapid strikes...sometimes four or five! And here I am with my 2 DWAs. And that -1 to their defenses? Yeah, most of the ones who are in a position to do so have already taken Dual Weapon Defense. |
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#3 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Barehanded fighters generally are better off trying DWA instead of RS. This is because hands aren't artificial weapons, but built-in ones that come in pairs. Nearly all realistic hand-strike combos use two hands, not one hand twice.
Of course, the downside is that you need two open hands. Outside of fist fights, this isn't ideal. Weapons have lots of advantages over bare hands.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games Doctor of Hypermediocrity |
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#4 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Can you mix and match punches, kicks, etc. in a DWA? If you buy the technique up for an unarmed skill, does it apply for all uses of that skill or do you need to specify DWA (Punch) or DWA (Kick) as seperate techniques?
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#5 | |
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Join Date: Apr 2008
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Quote:
__________________
Fourth Law of Thermodynamics: If the probability of success is not almost one, then it is damn near zero. |
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#6 |
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Join Date: Apr 2008
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The Technique specifically says Skill. If I were your GM, I'd allow DWA (Karate) to cover basic punching/kicking.
__________________
Fourth Law of Thermodynamics: If the probability of success is not almost one, then it is damn near zero. |
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#7 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The DWA technique is essentially a modifier – like Attack from Above, Close Combat, Counterattack, Fighting While Seated, Ground Fighting, or Low Fighting – that you can apply to any attack with the skill for which you purchase it. It isn't a specific strike peculiar to a particular body part, like Triangle Choke vs. Choke Hold, Spinning Kick vs. Spinning Punch, or any Targeted Attack.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games Doctor of Hypermediocrity |
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#8 |
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Join Date: Mar 2009
Location: Detroit
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P417 in the Basic Set mentions the rule "is balanced enough to use in a realistic campaign." However it mentions elsewhere it's cinematic, so it is of course a GM call. However, it does mention there you may use it unarmed.
The thing that bothers me, is that in MA none of the styles (that I've looked at, not saying I looked at all of them) have it as a technique. I may be a little off there, not near that book right now, but I think it says If you go by the strict rules, you can't buy a technique unless it's in your style. Therefore no one may buy that technique. In my games, I let anyone buy techniques within reason, so I don't have a house rule about it- but if I did, I'd let that technique be part of just about every style. (Why not all? Well, spear or halberd or something wouldn't get it. Probably more, but sensible ones would all get it.) So of course, the answer is, 'Depends'. Yes, you read correctly, if the GM is allowing the technique as non-cinematic, or it is a cinematic game. If he's allowing lots of skill, enough to do several Rapid Strikes, it sounds like it anyhow. An interesting side to that is extra attacks. While you can only buy more than one per weapon with a 20% enhancement, once you do, you may make those attacks at full skill with one hand. Adding another attack with a second hand would be at -8, while another Rapid Strike would only be -6. With Weapon Master, it would be -3, while the DWA would still be -8, since none of those penalties are affected by Weapon Master. |
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#9 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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It's probably an investment issue . . . if you have 5 points in DWA and another 1 point in OHWT, you can attack with a weapon in either hand at full skill, or twice with a single weapon at -6 (or at -3, if you're a cinematic master). In a high-stakes fight, you often can't afford to give up three to six levels of skill, as many important combat events boil down to Quick Contests . . . and of course Deceptive Attack is key.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games Doctor of Hypermediocrity |
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#10 | |
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Join Date: Apr 2008
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Quote:
trooper6 mentioned that his opponents were making up to 4-5 rapid strikes in a single round, which makes me wonder just how high their skills are. Unless he's fighting the Fist of the North Star. :)
__________________
Fourth Law of Thermodynamics: If the probability of success is not almost one, then it is damn near zero. |
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