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#21 | |
Join Date: Dec 2012
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#22 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#23 | |
Join Date: Dec 2012
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For the case of Beats specifically, I still tend to think this defensive bonus should apply automatically while leaving feints and ruses either-or (they are powerful enough as it is IMHO). |
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#24 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#25 | |||
Join Date: Oct 2007
Location: Vermont
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This still leaves them as a far inferior option to a regular Feint, which I don't like. Beats: Feints: RAW: Uses ST instead of DX: + or neutral. Uses DX: + or neutral (depending on character) Must follow a parry by either party: - Can be used at any time: + Opponent defends with ST or DX based skill: - Dx based only: + If you add may be used as a Rapid strike to the Beats column, that still doesn't quite even things out. I'd like Beats to be a viable option for characters who aren't significantly stronger than they are agile-- both because this is true IRL, and because it's another thing that can differentiate fighting styles.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#26 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#27 | |
Join Date: Oct 2007
Location: Vermont
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I also think that you should be able to target an opponent's weapon with an attack (that, like a Shove, does no damage) and get a Beat as a free action. This makes the most sense with Beating as part of a Rapid strike and it's how I usually use it in HEMA, rather than waiting for a successful parry.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#28 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#29 |
Join Date: Oct 2007
Location: Vermont
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Not quite. Certainly not game-mechanically--you're using ST-Based skill in a contest instead of subtracting from your attack roll to subtract from a later defense.
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My ongoing thread of GURPS versions of DC Comics characters. |
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Tags |
beating, house rule, martial arts |
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