11-18-2013, 04:22 AM | #51 |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
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11-18-2013, 04:39 AM | #52 | |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
Quote:
Did you read the old solo adventure All in a Night's Work, in GURPS Basic Set, 3rd edition? It explained that you could use a heavy stove as a mace, but with a -2 penalty. As a GM, I would give the character such a penalty for using a gun or anything else like that to punche. Note: brass knuckles (and even teko, if I remember well – I don't have my books at hand) only give +1 to punch damage. Are you sure that a fist load gives a +2? |
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11-18-2013, 04:45 AM | #53 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Why doesn't Brawling have a Default?
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11-18-2013, 04:47 AM | #54 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Why doesn't Brawling have a Default?
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11-18-2013, 05:01 AM | #56 | |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
Quote:
When someone untrained punches, he usually aims at the face, which implies a -5 penalty. So, our untrained character already has to use a telegraphic all-out attack to have a fair chance to hit his target. Likewise, when someone kicks, he usually aims at the groin or something like that, which also implies a penalty... Swinging kicks in the ribs or punch in torso are most often used by trained warriors, who know how to hurt that way. When you use a weapon, like a sword, an axe, or a club, aiming at a specific target is much less important. No matter where the blow lands, it will hurt a lot. So, as you can see, punching the face or kicking the groin already has a penalty which already makes them default to about DX-4... or worse! Making the punch default to DX-4 would make the punch in the face default to DX-9... That is why, in my humble opinion, GURPS authors chose DX rather than DX-4 for the punch. And I do agree with Sir Pudding. Animals have instinctive defenses and attacks: that's part of how life protects itself... I don't see any reason why humans would not have these instincts. What someone can do when his life is really threatened is usually amazing. |
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11-18-2013, 05:05 AM | #57 |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
Yes, I know that. But your sentence “You can punch people with a fist load at DX and it adds +2 to normal punching damage (raising it to thr).” just confused me...
No problem with that, though. The main point is that it becomes clear for everyone. |
11-18-2013, 05:11 AM | #58 |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
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11-18-2013, 05:24 AM | #59 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Why doesn't Brawling have a Default?
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11-18-2013, 05:25 AM | #60 | |
Join Date: Aug 2009
Location: OK
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Re: Why doesn't Brawling have a Default?
Quote:
The problem you're pointing out applies even to skilled fighters. The first armor developed was for the head, to protect against clubs. I think, depending on the weapon, most hit locations are much easier for people to hit than they are in GURPS. Like the free DX-level combat ability, and the cheap Combat Reflexes and HT, I think the large hit location penalties are another part of the system that serve the purpose of increasing the player characters' survivability. Which might make sense for Hollywood action games, but doesn't really work for my low-tech games where I strive for realism or in my horror games where I don't want character survivability. And they do have an impact on the weapon skills people need. I picture a soldier with skill 10 or 11 with his club as being a fearsome combatant on the battlefield, one you'd desperately want a helmet against, but that's not the case in GURPS.
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