01-12-2016, 01:37 PM | #1 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Thursday is Melee Academy: Disarms
Remember: Thursday is Melee Academy day!
The topic is disarming. Any system is welcome I'd suggest hitting things like * Is there a disarming mechanic in your game of choice? * How does it work? Is it a practicable tactic? * What are the reasons to disarm that are valid in the game? * When is it not a good idea to attempt? * Are there alternate or house rules that change the above answers? I intend to do at least D&D5 and GURPS (maybe with and without Technical Grappling). Maybe Fate and/or Night's Black Agents. But my opinion isn't the only one! So if you write something, let me know and I'll link to it! There are an infinite number of ways to hit this topic, from a treatise on "why disarms suck" to "this is an analysis of when it's worthwhile" to "here are five videos of real-world disarms from YouTube, and here's how they break down in System X." Have at it, make it cool, and then ping me here or on Gaming Ballistic, and I'll link to you in the roundup.
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