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Old 05-24-2018, 04:32 PM   #1
Phantasm
 
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Default Combat question for symmetrical high-defense fights

We ran some one-on-one fights last night to help work out the kinks as some of the players are rusty and used to 6-second combat turns rather than 1-second turns. One of the fights ended up dragging on for some time as both the PC and the NPC opponent had high active defense scores (16+). With GURPS defenses being basically all-or-nothing, barring critical attacks, it devolved into fishing for crits for a good half hour, even with interesting descriptions and deceptive attacks. I think both characters had Dodge scores of 16, and primary Judo and Karate Parries in the 16-18 range.

While fishing for crits makes a fun visual to watch, it gets fairly dull in play. Is there a way to handle this so that we can resolve fights between two evenly-matched high-defense characters faster?
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Old 05-24-2018, 04:52 PM   #2
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Default Re: Combat question for symmetrical high-defense fights

Why were defenses that high? A defense score of 16, assuming combat reflexes, still requires a skill of 24, which lets you take a deceptive attack (-8) to reduce defenses to 12 while keeping your 6- crit, or deceptive attack (-12) to reduce defenses to 10.
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Old 05-24-2018, 07:20 PM   #3
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Default Re: Combat question for symmetrical high-defense fights

That probably includes +3 for retreating, and thus only needs Judo/Karate-18 (or Speed 9 for a Dodge).
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Old 05-24-2018, 07:43 PM   #4
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Default Re: Combat question for symmetrical high-defense fights

Or a large shield. That's a good suspect for excessive defense.

Fishing for a good Feint result might work faster?
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Old 05-24-2018, 07:50 PM   #5
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Default Re: Combat question for symmetrical high-defense fights

Feint is definitely one of the best options for reducing high Defense scores. Even if you both have huge skill numbers, getting a better margin of success will kick the opponent's active defenses down a fair amount next turn.
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Old 05-24-2018, 07:54 PM   #6
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Default Re: Combat question for symmetrical high-defense fights

Use the rules for Extreme Scores on p349 of Campaigns.
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Old 05-24-2018, 08:51 PM   #7
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Default Re: Combat question for symmetrical high-defense fights

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Originally Posted by William View Post
Feint is definitely one of the best options for reducing high Defense scores.
Feint against a similar skill opponent is almost always not as good as using the same action to attack. Exception is if you have multiple attacks and the feint applies to all of them.
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Old 05-24-2018, 09:33 PM   #8
lachimba
 
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Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by Phantasm View Post
We ran some one-on-one fights last night to help work out the kinks as some of the players are rusty and used to 6-second combat turns rather than 1-second turns. One of the fights ended up dragging on for some time as both the PC and the NPC opponent had high active defense scores (16+). With GURPS defenses being basically all-or-nothing, barring critical attacks, it devolved into fishing for crits for a good half hour, even with interesting descriptions and deceptive attacks. I think both characters had Dodge scores of 16, and primary Judo and Karate Parries in the 16-18 range.

While fishing for crits makes a fun visual to watch, it gets fairly dull in play. Is there a way to handle this so that we can resolve fights between two evenly-matched high-defense characters faster?





Repeat after me:

DECEPTIVE ATTACK

Problem solved
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Old 05-24-2018, 09:41 PM   #9
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Default Re: Combat question for symmetrical high-defense fights

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Originally Posted by Rupert View Post
That probably includes +3 for retreating, and thus only needs Judo/Karate-18 (or Speed 9 for a Dodge).
Except how is he getting dodge 16?

Even 9 +3 and an acrobatic defense is only 14.

Sure a shield can take it higher but that's not mentioned


Sounds like something is going wrong in that fight
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Old 05-24-2018, 09:54 PM   #10
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Default Re: Combat question for symmetrical high-defense fights

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Originally Posted by lachimba View Post
Except how is he getting dodge 16?

Even 9 +3 and an acrobatic defense is only 14.

Sure a shield can take it higher but that's not mentioned


Sounds like something is going wrong in that fight
Base Dodge is 3+Speed. +1 For Combat Reflexes. +3 for a Retreat.

3 + 9 + 1 + 3 = 16
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