01-17-2012, 06:13 PM | #21 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Armed Parries against unarmed attacks.
I just had a thought:
How about ditch the entire rule altogether and replace it with: Whenever you successfully parry an unarmed attack with a weapon you may ignore the hit location penalty (or possibly just halve it) if on your next turn you attack the same limb (or maw or whatever) that was used to attack. Can't most of those (if not all) of those defenses just as easily be Ripostes, Counterattacks, or Wait (Stop-Hits) as successful parries in GURPS terms? Last edited by sir_pudding; 01-17-2012 at 06:17 PM. |
01-17-2012, 06:24 PM | #22 |
Join Date: Jan 2006
Location: Central Europe
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Re: Armed Parries against unarmed attacks.
The reason to keep parrying and striking separate is one of tempo. "Parry your wrist, riposte with a cut to the neck" takes no more tempi than "Parry your halberd, riposte with a cut to the neck." Also, the rpol arena showed that even with every harsh realism rule in MA turned on, a specialized judoka is very dangerous to an armed and armoured man (the GM had to impose a skill cap to avoid Arm Lock-28 against Rapier-16, Main Gauche-14 fighters). So making it easier to do something stupid like kick a man holding a sword doesn't seem like a good idea.
Why would a swordsman parry a soft target with the flat? In a hyper-detailed RPG, you might be able to get a style quirk "Always parries with the flat" for the rare styles which only do flat parries, but I think its best to assume that generic blade skills include both edge parries, flat parries, and voids which the fencer uses as appropriate. Especially since what people do in a typical RPG fight isn't likely to look much like training.
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01-17-2012, 06:28 PM | #23 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Armed Parries against unarmed attacks.
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01-17-2012, 07:15 PM | #24 | ||
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Armed Parries against unarmed attacks.
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There should be some consequence. I find half damage is enough of one. It seems fair enough, and if you think it should be the flat, then change cutting to crush. It's not totally realistic but it's fast and workable, and at a human scale it makes unarmed strikes vs. armed dangerous but less harmful than a full-power blow. Plus it scales up well - it's still dangerous when the ST 20 guy with a club parries your arm, and you don't have to explain how he adroitly non-contact parried you.
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01-17-2012, 07:20 PM | #25 | |
Join Date: Oct 2004
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Re: Armed Parries against unarmed attacks.
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But my larger point is that if you were watching a cop with an expandable baton face off against a punk with a knife, you'd not be able to distinguish between "hey, keep that knife away from me, oops looks like I broke your arm!" and "I'm going to break your arm so you don't get me with the knife!" It's simply: "Sir, drop the knife!" followed by "I'm gonna cut you pig" and the slash-blur of the blade followed by the punk dropping the knife, squealing in pain, and drawing back an arm with a smashed forearm, radius exposed in a complex-compound fracture. This is a Use of Force trainer's dream, of course. GURPS complicates this by assigning willful targeting in ways that are very precise, . . . more precise than most combatants are capable of discerning sometimes. I don't think we need to re-write the system -- simple accept that precision as a feature. As it is, I would not be opposed to half damage on a successful parry. I'd think too that an armed version of Aggressive Parry could be another route, forcing the swordsman to invest in training for such eventualities or do the technique at default. Still, the rule as-is is not ridiculous if understood in the context of "what you see is what actually happened." Visual and narrative description come together with game rules in very interesting ways, and as gamers we should accept the limitations of any system in that regard. When in doubt, force reality to bend to game rules, not the reverse. It's the only reasonable thing to do. |
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01-18-2012, 12:19 AM | #26 | |
Join Date: Sep 2006
Location: Seoul, Korea
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Re: Armed Parries against unarmed attacks.
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01-18-2012, 05:35 PM | #27 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Armed Parries against unarmed attacks.
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I would be happy to always treat that free attack as a swing (so Smallswords etc. do 0 damage) and to make hafted weapons do damage like a Baton, Light Club, or Staff on a parry (possibly half damage on Doug's suggestion?). But since GURPS doesn't represent a difference between parrying surfaces, anything more than that would be too complex for my taste (and create too many arguments and too many baffled gamers for most publishers' tastes I suspect).
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