01-31-2012, 07:57 PM | #21 | |
Join Date: Jul 2008
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Re: Encouraging different attacks
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01-31-2012, 08:00 PM | #22 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Encouraging different attacks
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dhc
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01-31-2012, 09:29 PM | #23 |
Join Date: Jan 2006
Location: Central Europe
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Re: Encouraging different attacks
I like it! I understand why GURPS chooses to make things which are a bad idea outside certain rare circumstances a flat, high, penalty to skill but it does encourage one trick ponies. In a recent GURPS arena with different types of single combat, focusing on a single weapon skill was a clearly superior strategy, to the point that skill caps had to be introduced to prevent Mr Judo-24 With Every Legal Disadvantage effortlessly defeating Ms Broadsword-16, Shield-12 With Decent Attributes and few Disadvantages.
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01-31-2012, 10:04 PM | #24 |
Join Date: Dec 2006
Location: Meifumado
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Re: Encouraging different attacks
Carrot and stick.
Stick: As mentioned above, using the same attack twice gives the foe +1 to Active Defense on third and subsequent attacks, as he learns to guard against it or cover that target. Carrot: On taking an Evaluate, Defensive Attack, All-Out Defense or Wait, the fighter may make a Per roll to "spot an opening." Roll on Kromm's table above, and the fighter may take advantage of the opening on the next round. The idea is that this will lead to chained Evaluates, causing lulls and flurries, if they're desirable.
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01-31-2012, 10:16 PM | #25 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Encouraging different attacks
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01-31-2012, 10:33 PM | #26 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Encouraging different attacks
We'd probably have to specify that it was an untriggered Wait that was focussed on watching one oppponent.
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01-31-2012, 10:39 PM | #27 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Encouraging different attacks
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Not sure I'd see an issue with that, though a few playtest fights would be useful.
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01-31-2012, 11:16 PM | #28 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Encouraging different attacks
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ETA: On further examination, using AoA for this would be pointless. No body part on the random table is at more than -7 to target, and all the +1 to hit/-1 to defend results in the d6 table are weaker than +4 converted to +2/-1 with Deceptive Attack.
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01-31-2012, 11:33 PM | #29 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: Encouraging different attacks
An active way to look for an opening does overlap a bit with the normal random hit location table, so this would seem to serve best as a replacement for this (for melee combat, of course). You have the option of not using it, but you won't ever get a full to-hit penalty off. Which still might give more incentive for evaluate etc. Or similar to what I wrote above, maybe you don't have to use your Evaluate right now? Maybe the amount of evaluate actions required is dependent on the opponent's skill, deciphering his combat style and current situation
A more passive method would have the advantage that it could also be used by less careful combatants, instinctively going for an opening. Critical parry? Or maybe this would make for a neat use of Extra Effort. |
02-01-2012, 07:34 AM | #30 | |
Join Date: Oct 2007
Location: Vermont
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Re: Encouraging different attacks
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It makes sense that an experienced fighter would be better at spotting openings. Sensitivity should be allowed to substitute for or enhance this roll as well.
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Tags |
kromm answer, maneuvers |
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