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#11 | ||
Join Date: Oct 2010
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#12 | |
Join Date: Jan 2009
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And further:
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#13 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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I did a rather extensive breakdown of Arm Lock by RAW a few weeks ago on my blog.
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Gaming Ballistic, LLC |
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#14 |
Join Date: Jan 2010
Location: Brighton
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You can't unless he steps forward to follow you, you'd do a side step instead, and step in on your following attack.
Last edited by Tomsdad; 12-11-2014 at 02:30 AM. |
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#15 |
Join Date: Jul 2007
Location: Copenhagen, Denmark
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Try to kick him in a joint (knee) MA p. 137 or if not using MA go for the foot, he will likely have some armour in the form of boots so knee is better. If you can deal a crippling blow or otherwise get him prone you have a better chance.
Boots should give some protection from knife parries. Realistically unarmed against a knife is almost impossible to manage without injuries. |
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#16 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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That is in fact not a legal action.
What happens is: Turn A1: A declares AoD, thus does not attack. Turn B1: B attacks A, A parries with the +2 from AoD. Turn A2: A new turn has begun for A, so now A arm-locks B; B parries. Turn B2: B tries to break free or whatever. |
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#17 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Something I've been thinking of more for characterisation than for efficiency. Specifically, if you happen to have Brawling instead of Judo/Karate, you might consider showing brutishness by biting the enemy. Note: approach is made more for RP reasons than for safety; do not try this at home.
I'm working on the assumption that you have Brawling 18 instead of Judo 16 (due to cheaper skill) as per OP, while the opponent has Knife 12 (I haven't seen enemy skill level specified). RAW Variant 1 (the basic). Declare a Wait. When opponent steps into attack range, your Wait is triggered. If you need to, step forward. Now bite you're opponent's knife arm (-2). Do not let go. Taking -2 or even -4 Deceptive Attack for a -1 or -2 to defence is reasonable, more if you're desperate enough to do an AoA (Determined). Knife-12 grants a base Parry 8. If you're successful and the enemy failed to Parry, you're now grappling his knife hand, so he can't use it - he has to break free, which he has a 45% chance assuming equal ST (bite counts as one-handed grapple). Next turn, if he didn't break free, you can add two hands to your bite-grapple, for a net +7 to your ST in the break free resistance, and proceed to making Knee Strikes to his groin for a mere -1 to skill, against which he defends at -2. If he Parries, he can opt to hit your face with the knife (if he makes a successful Knife roll), which is bad, but the risk seems worth it. If he decides to strike you instead of breaking free, he's at -4 DX. RAW Variant 2 (the tricky). Declare a Wait as above, but use a Stop Hit (not Stop Thrust!) instead. You're very likely to win the Quick Contest, providing the enemy with -3 on on his Knife Parry from that alone. You probably shouldn't lower your skill to less than 14, whether you AoA or not. Note that if you're using unofficial Step-while-already-Waiting that allows the knife-wielding attacker to arbitrarily trigger a Cascading Wait, you're (a) essentially forced into something close to Variant 2, so you probably want to use Variant 2 anyway and (b) you're still very likely to win the QC. Last edited by vicky_molokh; 12-11-2014 at 06:01 AM. |
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#18 |
Join Date: Jul 2007
Location: Copenhagen, Denmark
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Deceptive or not, if you are going for realism I would rule at least +2 to parry a bite to the knife arm with a successful parry equal to a stab in the face or neck.
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#19 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. If you want to support me, check out my Patreon! |
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#20 | |
Join Date: Oct 2010
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Tags |
martial arts, technical grapping, technical grappling |
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