11-26-2014, 03:47 PM | #551 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
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Step 2 and 3 are somewhat artificial in the Basic Set, but are clear, defined, and distinct with Technical Grappling.
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11-26-2014, 04:14 PM | #552 | ||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
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Michael Roy (Kallatari) has a nice house rule where you don't spend CP, but damage is always capped at half your accrued CP. Quote:
Sean made a very explicit comment about this in the early draft stage. Let me see if I can find it. Ah. That was harder than it should have been: "I like the idea that grappling could actually take *longer* than punching. Right now, it's beyond weird that the solution to buying time when Smart Hero wants to pick the lock that Big Guard is watching is to send Strong Hero over to have a fistfight. " Quote:
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Other concepts, expansions, clarifications, and simplifications are written down somewhere, with an infamous co-author. Some of them are outgrowths of another conversation I was having with the same co-author about something else, and when time allows, we'll probably write that down too. I try and send stuff to w23 first (though that's a very few and far between option), Pyramid next, blog about it third, and make a forum post last in terms of where I put my thoughts down. If I got more donations or Patreon interest (though admittedly my Patreon page is barely functional) I'd make that my option of first resort, because I do like to monetize my hobby when possible.
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11-26-2014, 05:21 PM | #553 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gaming Ballistic - GURPS Content Posts
Okay, I guess that's green, though it looks black on my browser.
I must not have made it entirely clear what I was asking for. I'm glad to have them sorted out this way, but you also seemed to be saying that step two could either enable a follow-on technique or boost ST. Would it be possible to have the various step twos coded as doing one or the other? I had actually sort of assumed that everything in this installment's list was a step two, and they were just one kind or the other; I figured that if they were really step three or four tout court, they wouldn't be here. . . . But apparently that's not the case. Bill Stoddard |
11-26-2014, 05:35 PM | #554 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
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It also allows me to easily pluck things out of this post and then amplify on them later. Quote:
The notation [Follow-on] means that the benefit of the improved grapple is a follow-on technique, such as Arm Lock enabling pain or injury. [+ST] means it gives a bonus to a Quick Contest of ST, or improves damage. [+CP] will mean that it enables adding CP to an existing grapple. [-DX] means that it inflicts additional DX penalties. Note that [+CP] implies that it gets additional ST and DX penalties.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 11-26-2014 at 05:48 PM. |
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11-26-2014, 06:08 PM | #555 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
The Grappling Mat is where I put links to posts - usually of mine - that deal with wrestling and grappling. While nearly all of them are about GURPS, one of my Top 10 Posts Ever are my thoughts on grappling in D&D 5th Edition.
This page got a major update today, as I realized that the last time I updated these links was when Pyramid #3/61 came out!
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11-27-2014, 03:18 AM | #556 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gaming Ballistic - GURPS Content Posts
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And just to clarify my previous statement: what I meant is that I did not think of CPs as being designed as a purely gamist abstraction in the context of some Techniques; I thought they were at least intended to be 100% simulationist everywhere. So what you say is something of a change of perspective (not sure if that's the right word) for me. Quote:
For an Average GURPS Protagonist, base damage for a punch is 1d-3, or {0,0,0,1,2,3}, averaging 1 injury per successful non-dodged/non-parried hit. Call that an average of 1 injury per 4 seconds. So it takes about 40 seconds to force the first consciousness checks. Now, MMA fighters aren't average - in fact, I wonder what are the stats and skill levels of MMA fighters of various levels. There's the guideline for estimating skill levels (which seems to indicate the 10-15 range, mostly), sure, but ST, HT, Fit, DX etc. are harder for me to estimate. And there are other complications, such as punches to the head, major wounds etc. I'm not saying the ratio is necessarily unrealistic, more like, I'm wondering whether it is. After all, GURPS admits that combats should have more lulls in general; having one map 1:1 to real-life durations while leaving the other as-is might have weird consequences in the opposite direction as the one Kromm mentioned. There's a difference between a better rule that is easy to implement without 'printing' an equivalent of a revised or altogether new edition, and one that requires the latter. E.g. Biting ST adjustment in TG as opposed to, say, Rapid Fire changes between GURPS 3e and 4e (note: I'm not saying 4e RoF is better, but that's another topic). |
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11-27-2014, 08:22 AM | #557 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
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The only other point I'll make is that most fights are not won by being forced into unconsciousness, and despite it being -5 in GURPS terms, many blows are thrown to the head. Joe Average AllStat Ten is not going to be throwing attacks, he's likely throwing All-Out (Strong or Determined) Telegraphic attacks, at Skill-13 (hit face at 1d-3) or Skill-9 (hit face at 1d-1). That being said, many grappling matches between foes of equal skill can go for minutes, as in 2-5 minutes (120-300 seconds). Some BJJ matches last more, I understand, especially in their tests. They're somewhat famously patient, but that's by hearsay.
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11-27-2014, 08:25 AM | #558 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gaming Ballistic - GURPS Content Posts
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The -5 for the face always looked quite harsh when compared to a brain hit being so much better for a mere -2 worse modifier. |
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11-27-2014, 10:33 AM | #559 | |
Join Date: Jun 2013
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Re: Gaming Ballistic - GURPS Content Posts
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I'd probably give -5 to hit this guy in the face without the 2/6 chance of hitting the armor, but yeah, punching an unarmored face is probably easier than -5 (and kicking it may well be worse). |
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11-27-2014, 11:20 AM | #560 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
The Firing Squad welcomes prolific writer and firearms enthusiast Hans-Christian Vortisch. We sit down for 75 minutes to talk about shooting and modeling shooting in games. We spend quite a bit speaking about the portrayal of firearms in cinema, and how that influences games as well.
I had fun, and we only stopped because I had to go to work! If you have a moment between football and a tryptophan coma, drop by and give a listen.
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