08-28-2007, 07:07 AM | #1 |
Join Date: Sep 2004
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[Martial Arts] Melee Threat area?
One thing I enjoyed from DnD was the idea of a "threat" area around each melee fighter.
Since, in GURPS as written, if there is a 1 hex monster with 8 bladed tentacle arms in the middle of a 3 hex hallway, you can just run past him without harm. Also, I die a little inside each time my players can simply run from in front of my PC, to their back hex, while my NPC must stand there dumbly. Now, I understand that there are rules to mitigate the "run around" attack for the first turn, but the fact remains, that *next* turn, my NPC's tactical position is now compromised, and the "free" back hits are going to start coming fast. In one of the campaigns I played in, the GM had a house rule that, in order to move through the front hexes of an armed person, you needed to win a contest of melee skills, or, during the clanking of blades, they scored a half damage hit on you. What I liked most about this rule, was the idea that forming up in a line against the enemy had a very tangible tactical result. Whereas, without that, combat seems much more mercurial, with PCs and NPCs running to where ever they need to be. I was sad to see no such option to represent this in Martial Arts. Does anyone know if such a rule was discussed in playtest? Also, I'd be interested to hear if anyone has tried a similar house rule and the result. Thank you. |
08-28-2007, 07:13 AM | #2 | |
Join Date: Oct 2004
Location: Pennsylvania (roaming charges may apply)
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Re: [Martial Arts] Melee Threat area?
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08-28-2007, 07:16 AM | #3 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Martial Arts] Melee Threat area?
From my single 5-session campaign in D20 Modern, I can say that I hate the AoO rule: it means that a fighter who is already attacking at full rate can attack a few extra times at no penalty just because 20 orks run by.
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08-28-2007, 07:19 AM | #4 |
Join Date: Feb 2005
Location: Psionic Ward
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Re: [Martial Arts] Melee Threat area?
How are your players repeatedly scoring hits on a move-and-attack?
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08-28-2007, 07:20 AM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: [Martial Arts] Melee Threat area?
Your NPCs, if they're trying to block a hallway, should be using Wait actions, not attacking. There's only so much a body can do in one second, after all.
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08-28-2007, 07:23 AM | #6 |
Join Date: Sep 2004
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Re: [Martial Arts] Melee Threat area?
Now, now, I know we all love GURPS, I love GURPS. My request for a rule should in no way be taken as me attempting to besmirch GURPS.
If you think I don't understand the rules, or if you yourself don't understand my want of a house rule for one of my campaigns, I humbly suggest you move on to a thread you find more interesting. Please only post if you have a solution, rather than an argument that I have no problem. |
08-28-2007, 07:24 AM | #7 | |
Join Date: Sep 2004
Location: Canada
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Re: [Martial Arts] Melee Threat area?
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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08-28-2007, 07:27 AM | #8 | |
Join Date: Sep 2004
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Re: [Martial Arts] Melee Threat area?
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I'm looking for something as realistic as "parry". You have a readied blade in your hand, someone in front of you does something dumb, you instantly react. |
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08-28-2007, 07:29 AM | #9 | ||
Join Date: Sep 2004
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Re: [Martial Arts] Melee Threat area?
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08-28-2007, 07:30 AM | #10 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Martial Arts] Melee Threat area?
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You might be moving around, attacking someone else or focusing exclusively on defence; but you are not standing still and preparing to attack someone who moves into your threat range. That action is called Wait. Since the GURPS combat scale is only one second for each round, there is no assumed extra time for observation, taking advantage of opportunities or standing around with weapons en-garde. If the player desires such actions, he has to explicitly choose to perform them.
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interdiction, obstruction |
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