08-28-2007, 09:01 AM | #11 | |
Join Date: Sep 2004
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Re: [Martial Arts] Melee Threat area?
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However, my campaign isn't after simulating realism. I want to add a specific tactical component. Some people make campaigns where guys shoot lasers from their eyes. I want to make one where people are encouraged not to run full tilt passed armed men. I'm looking for comments from people who have experience with such house rules. |
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08-28-2007, 09:04 AM | #12 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Martial Arts] Melee Threat area?
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Make this Advantage standard for trained fighters in your world.
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08-28-2007, 09:23 AM | #13 | |
Join Date: Aug 2004
Location: Ft Collins, CO
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Re: [Martial Arts] Melee Threat area?
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arne |
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08-28-2007, 09:35 AM | #14 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [Martial Arts] Melee Threat area?
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08-28-2007, 10:07 AM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Martial Arts] Melee Threat area?
Did you look closely at the Trip technique (p. 81)? I'd say that an Armed Interdiction or Attack of Opportunity technique (heh) would use similar rules. Replace the "your rival trips and falls down" result with a roll to hit followed by weapon damage at -2 or -1 per die, whichever is worse, a lot like Aggressive Parry (p. 65). Then make the technique default an extra -1 harder to reflect the fact that you've extended an unarmed move to a weapon. The results would look like this:
Armed Interdiction*With the technique-design system, this starts life as Parry. Its basic effect is a special benefit:
And yeah, this whole thing is cinematic. In real life, unless you're waiting, you won't be stopping people from running past. The realistic options appear under Dealing with Charging Foes (p. 106). As you can see, they all require that you be waiting (to do a stop thrust) or that your foe actually enter close combat with you (to slam, grapple, evade, whatever).
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08-28-2007, 10:23 AM | #16 |
Join Date: Sep 2004
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Re: [Martial Arts] Melee Threat area?
Very nice, my thanks Kromm.
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08-28-2007, 10:28 AM | #17 |
Join Date: Sep 2004
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Re: [Martial Arts] Melee Threat area?
One other point here.
I think another angle to approach this from would be that the space in front of an armed foe is just as easy to move through as an empty patch of grass. What if you defined it more like a "difficult terrain" of sorts? Just like you can't run through a forest full of low hanging branches without getting hit... What if you imposed a similar move penalty when stepping through spaces "guarded" by an armed man? Something like: You must spend 2 movement points when leaving one of the front hexes of an armed foe. This represents you moving cautiously around them and not giving them a trivially easy hit. If you are truly in a hurry, you may spend just the 1 movement point, but will suffer a hit with their weapon, representing you carelessly barreling into it. Any manuevers involving single steps are unaffected. |
08-28-2007, 10:38 AM | #18 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Martial Arts] Melee Threat area?
Frankly, I don't think that "bad footing" makes sense. Unless someone is waiting, he isn't threatening anything. I realize that a lot of games -- and some military reenactors -- disagree, but on the GURPS timescale, an explicit Wait or some other form of explicit action like the technique I proposed is necessary to threaten an area. Otherwise, it really is just empty space.
Remember: A foe's weapon can parry attacks coming from anywhere in front of him, and then strike enemies anywhere in front of him in any body part, from the foot to the skull. This means that it could be anywhere in a huge forward cone, and more than likely in some guard position near the wielder most of the time. The odds that a weapon is in any given part of any given hex are rather remote . . . and given that even those who take flat-out Move maneuvers have full defenses, people running past can presumably use their weapons/shields as cow-catchers to push aside enemy weapons that aren't actually fixed against a charge (stop thrust) or actively out to brain them (my technique).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
08-28-2007, 10:40 AM | #19 |
Join Date: Aug 2004
Location: Edmond, OK
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Re: [Martial Arts] Melee Threat area?
I have to say that this is an unusual request in a way. The ability to attack an indefinite number of people running by you isn't even cinematic. That is, I can't think of any characters doing such a thing in the movies, or books for that matter. It seems more like an attempt to simulate DnD (an idea which confounds me.) As such, I cannot see it as a deficit of GURPS at all, though the extra attack ability posited above is a nifty solution to this non-problem.
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08-28-2007, 10:54 AM | #20 | |
Join Date: Jul 2007
Location: San Antonio, TX
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Re: [Martial Arts] Melee Threat area?
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But yeah, the rules are still silly IMO.
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Tags |
interdiction, obstruction |
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