11-17-2013, 07:47 AM | #31 | |
Join Date: Aug 2009
Location: OK
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Re: Why doesn't Brawling have a Default?
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Also, I think it's important to keep in mind that players know they can fight at DX level with their fists. If that wasn't the case, I think they'd put the point into some fighting skill (which is a distortion of its own, since then they have to adjust their character's backstory to explain the presence of the skill). One other thing: in GURPS, you can punch someone for a lot of damage. The unrealistically-high damage is another factor here. Unarmed fighting is free, and it does super high damage. Put those together and it's no surprise to me that I often see people willing to play the single mother who works as a clerk at a convenience store and has no combat skills, but happens to be stronger and more dexterous than a normal person, so she has ST and DX 11, which allows her to punch for 1d-2 (1d on an AoA) and kick for 1d-1 (or 1d+1 on an AoA--The same as a .22 LR!). She can fight just about as well unarmed as if she had a knife and were trained in its use. I've seen these types of noncombatants fight off assailants. It works, so players keep doing it.
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11-17-2013, 08:18 AM | #32 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Why doesn't Brawling have a Default?
Surprisingly, yes. You can even see it in security footage of attempted robberies. Fists hit quite often, but missing becomes a regular occurrence as soon as somebody grabs a weapon. Of course, said weapon generally does more damage than empty hands, so those hits count a lot more.
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11-17-2013, 09:22 AM | #33 | |
Join Date: Jun 2011
Location: Ukhta, Russia
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Re: Why doesn't Brawling have a Default?
In general there are plenty of rules which allow untrained fighters to use weapons with DX, but they are buried in many different books.
First of all I want to remind you of Pummeling. DX-1 thr cr with any sword or reach c or 1 melee weapon. Full DX if weapon have a knuckle guard. Next - Pistol whipping. Full DX , thr-1+|Bulk|, meaning thr+1 with average modern pistol (decent) or thr+3 with dragoon pistol (ow!). Finally, quote-mining Kromm for fun and profit: Quote:
All in all, I still have a question, as to why pistols are better than any other melee weapon in unskilled hands, both damage-wise and skill-wise (need to increase your hand-to-hand potential RIGHT NOW? Acquire a gun and don't care about ammo), but we already have enough official rules to make grabbing lead pipe attractive if not obvious choice. |
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11-17-2013, 11:08 AM | #34 | |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
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So, in my humble opinion, bare handed damage are not at all super damage. They do correspond to reality: most bare handed combats in the street end with one of the fighter going to hospital... And for knives damage, they may appear very low if you just consider the basic damage, but don't forget the wounding modifier. An all-out (strong) knife strike in the bully from an average guy does 1d x 2 points of damage*, without even taking into account bleeding! So, yes, a non trained character can try to punch a bad guy with a knife... But he will surely wish he hadn't. *Which means 7 point of damage (a major wound!) for an average blow. Last edited by Gollum; 11-17-2013 at 11:14 AM. |
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11-17-2013, 11:49 AM | #35 | ||
Join Date: Aug 2012
Location: Estonia
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Re: Why doesn't Brawling have a Default?
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Having some even harder lessons of schoolyard type I can say that in actuality it did not seem to hinder me or someone else so much when s**** really hits the fan. Especially as it removes the fear (and quite a few "to hit" penalties so to speak seem to stem fromfear)of hurting YOUR hand so much. MAybe the latter could be translated that someone with a lead pipe is more likely to take determined attacks etc. and someone with bare hands more likely to fight defensively etc. Otherwise: It is too easy to reach to this that is somewhat troubling to me: Last edited by fifiste; 11-17-2013 at 11:57 AM. |
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11-17-2013, 12:03 PM | #36 |
Join Date: Jun 2011
Location: Ukhta, Russia
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Re: Why doesn't Brawling have a Default?
It was stated a few times that people killed in regular brawls are usually victim of Critical hits(and seriously, a lot of people are kicked every day, but only a small fraction end up crippled or killed). But more importantly, melee attacks have disproportional penetration. Someone could strap DR 7 metal plate to his chest andrecieve hits from 22lr pistols all day long, until some freak accident (in GURPS terms really unlucky critical hit). But ST 11 with Brawling at DX+2 and bruss knuckles, going All-Out (Strong) would injure that someone one times out of six.
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11-17-2013, 12:09 PM | #37 | |
Join Date: Aug 2012
Location: Estonia
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Re: Why doesn't Brawling have a Default?
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Not because we are so inherently better at punching than swinging. As more lighthearted schoolyard lesson when people were chasing after each-other with harmless enough sticks/batons (lght or soft enough plastic etc. pool noodles and duck tape and paper thingies) nobody seemed to have too much trouble hitting people or things. |
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11-17-2013, 01:09 PM | #38 | |
Join Date: Aug 2007
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Re: Why doesn't Brawling have a Default?
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a) firearm homicide/injury rate=0.19 (note that the FBI stats say that most of the firearm fatalities are using handguns). b) cut/pierce homicide/injury rate=0.013 (I assume this is completely dominated by knives/things that GURPS would treat as knives). c) struck by/against homicide/injury rate=0.00009. (Given the options to select from, this should include unarmed attacks, blunt improvised weapons and getting thrown/shoved into walls, but NOT falls. I'm not entirely sure though. Note that the death/injury rate for UNintentional struck by/against events is double that of violence-related ones…) Note that the CDC can only list injuries that it is made aware of… which will include basically all of the homicides, all of the firearm injuries, most of the cut/pierce injuries, but probably only a decent fraction of the struck by/againsts, so the last set of ratios are probably artificially high. Unfortunately, the CDC doesn't list the data by number of bullet wounds/stab wounds. Conveniently, the firearm death/injury rate is about the same as the chance of hitting the vitals on a torso hit (assuming that you use those rules). That is about the only way to kill someone with 1 handgun bullet in GURPS, assuming that medical help arrives within half an hour. Note that thanks to the wounding modifiers, knives are not that much less dangerous than 9mm bullets. The main difference between the two come in vitals hits (2d+2 X3 >> 1d X3). If you don't use the Martial Arts special bleeding rules, and there are very few multiple stab wound events, then the cut/pierce data kinda-sorta works with GURPS rules. If you do use the MA bleeding rules, or allow for multiple stab wound events, then GURPS vastly overestimates the danger posed by knives. |
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11-17-2013, 05:13 PM | #39 |
Join Date: Apr 2005
Location: France
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Re: Why doesn't Brawling have a Default?
That may be right. But even if it is, punch and kick damage are not so high...
6 punches (or 5 kicks) as strong as the character can are necessary to have only 1 chance in 2 to kill someone average... While only 3 knife blows in the stomach will be sufficient to have the same consequences. They are. 1d x 2 gives an average result of 7 (with a minimum of 2) while 2d+2 gives an average result of 9 (with a minimum of 4). |
11-17-2013, 05:30 PM | #40 |
Join Date: Nov 2009
Location: Oregon
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Re: Why doesn't Brawling have a Default?
I would call 7 vs 9 "not much less dangerous". One hit will be a Major Wound, and three hits will trigger a Death Check. On average the knife will require slightly more hits to incapacitate or kill, with the randomness of rolls. But they're definitely close in terms of lethality.
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