03-13-2017, 09:35 AM | #41 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Martial Arts] Getting the Wind Knocked Out of You
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03-13-2017, 09:52 AM | #42 |
Join Date: Jan 2010
Location: Brighton
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Re: [Martial Arts] Getting the Wind Knocked Out of You
I'd say getting the wind knocked out of you is nicely covered by the rules in MA that allows cr attacks to target the vitals. Causing a HT check for stun.
Now in real life getting the wind knocked out of you doesn't always mean you end up on the floor prone. But it's a close enough match for the immediate effects |
03-13-2017, 10:33 AM | #43 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Martial Arts] Getting the Wind Knocked Out of You
As a kid, I fell from the second level of a shed/barn perfectly horizontal onto the wood flooring. I could only take very shallow breaths for 30-45 minutes. I had to remain calm and lie down on the couch while things reset.
Thinking back, I'm surprised I didn't panic making things much worse. As I had a Ht above 1, I'm sure I didn't fail over 2000 Stun rolls.
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03-13-2017, 10:46 AM | #44 |
Join Date: Mar 2013
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Re: [Martial Arts] Getting the Wind Knocked Out of You
I agree with Krom's explanation. I trained various martial arts (mostly full-contact) for last 16 years, and I know that in "real" (even in the competitions maybe) fight I can withstand blows which are knock me down (or even off!) in just sparring or other "friendly fight". Twice in my life, I was kicked into groin in "serious brawl", as hard as (in one case) later I was need go to physician - and (believe or not) this WASN'T stop me! Of course, there was this "wrong feeling", light "lost of competence" or something, but generally I was still fighting like a crazy cat, and "real terrible pain" catched me few seconds AFTER fight.
Similarly with solar plexus blows or (this is worse) liver blows. In "real" (or just "hot-head" tourament fight) I must be hitted with significantly more power to knock me down/out, than at just sparring fight. I think rules for "real fight" and stunning, in GURPS are working moderately well :) Separately from that, I tkink there should be any "cinematic rules" for this, for situations like "standing stun" ("FINISH HIM!" from Mortal Kombat or something), and to avoid auto-dropping weapon etc. |
03-13-2017, 10:52 AM | #45 | |
Join Date: Jan 2010
Location: Brighton
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Re: [Martial Arts] Getting the Wind Knocked Out of You
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Thing is your talking about falling from a 2nd story, the rest of the thread has been amount getting punched or tripping. So TBH I think I'd still describe what happened to you as a shock to diaphragm that is similar to what happens when most people get the wind knocked out of them. Just in your incident it was somewhat greater in effect. However RL is not going to fit into neatly defined GURPS brackets, that said if you were limited to lying still and breathing shallowly I think that being unconscious (in GURPS terms) is a enough approximation of the result. So yeah maybe that was a fail by 5 situation (and the situation itself was probably also somewhere in between HT and HT-5 major wound) Last edited by Tomsdad; 03-14-2017 at 12:21 AM. |
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03-13-2017, 11:02 AM | #46 |
Join Date: Jun 2013
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Re: [Martial Arts] Getting the Wind Knocked Out of You
Adapting the "Cool Under Fire" rules (TS34), having any wound that can cause Knockdown and Stunning also call for a Fright Check may also be appropriate, as the most likely result of a Failure on the latter is mental stun. Optionally, only call for this if the target has less than, say, MoS 4 on the HT check.
In certain cinematic settings, the +5 for being in the heat of battle doesn't apply here, but the only result possible on a Failure is mental stun. Critical Failure means the target passes out. |
03-13-2017, 07:17 PM | #47 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: [Martial Arts] Getting the Wind Knocked Out of You
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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03-13-2017, 08:02 PM | #48 | |||
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: [Martial Arts] Getting the Wind Knocked Out of You
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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03-13-2017, 10:32 PM | #49 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: [Martial Arts] Getting the Wind Knocked Out of You
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Regardless, I would almost always prefer to lose 1d fatigue than 1d stunning with some noted exceptions in games using Extra Effort in combat and Last Gasp and usually not even then. 7+ turns of Stun usually mean death.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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03-14-2017, 01:06 PM | #50 | |
Join Date: Nov 2012
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Re: [Martial Arts] Getting the Wind Knocked Out of You
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Since the breath cycle can be voluntary, it would make sense that someone in better physical condition would be more aware of their breath, and therefore less vulnerable to the condition. As one of the first things anyone learns about taking blows to the torso is to exhale & tighten the stomach muscles, I suspect that the key moment for triggering a spasm would be during air intake. Again, just surmising. But it seems to make sense. |
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Tags |
kromm explanation, martial arts |
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