01-31-2018, 02:45 PM | #21 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Parry and Close combat
Quote:
The thing is, long weapons actually do require considerably more point control and maneuvering space to realize their reach advantage. When it's impossible to trade distance for time, they're a liability. The illogical extreme is the missile weapon. Consider a pistol vs. a guy with a knife: You don't want to let the knife-user get close, least of all close enough to grab your weapon or arm, and you want to take your time and calmly aim; charging forward, blazing away is useless, as several literate Old West gunfighters bothered to write down. Something similar goes for a two-handed sword vs. a giant spider: Keep backing away, force the spider to waste its turns on Move instead of Attack, take Wait to get a shot at it each time it tries to get close, and if it manages to close in, avoid being grabbed by retreating . . . and then back away again as you whack it. If you can't do those things, then odds are you're fighting on its terms. That happens (the encounter in ISaR is cooked that way!), but making it fight out in the open where you can see it coming from a huge distance would be fighting on your terms. Good strategy regardless of weapon reach is always to try to turn the tables so you're fighting on your terms, not the enemy's.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
01-31-2018, 03:02 PM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Parry and Close combat
Of course, the same can be said for parrying. If you can block or parry a slam, you should be able to do the same for any attempt to enter close combat, since there isn't really any difference (then again, being able to block a slam is a rules inconsistency in the first place, since a slam always occurs at close combat range).
|
01-31-2018, 04:52 PM | #23 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Parry and Close combat
Quote:
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
02-01-2018, 07:05 AM | #24 |
Join Date: Jan 2006
|
Re: Parry and Close combat
Dumb question - can you attack OUT of close combat?
|
02-01-2018, 07:59 AM | #25 |
Join Date: Feb 2009
|
Re: Parry and Close combat
Probably even dumber question, but do you get any benefit at all from Weapon Master using your weapon as a fist load?
|
02-01-2018, 10:27 AM | #26 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Parry and Close combat
Yes, but you still count as being in CC. This is another part of what makes CC so bloody deadly for those not capable of it.
I have houserules for this... they mostly boil down to "does this seem reasonable" (and borrow heavily from GURPS Martial Arts "Long Weapons in Close Combat" pg 117). |
02-01-2018, 11:00 AM | #27 | |
Join Date: Nov 2017
|
Re: Parry and Close combat
Quote:
This makes sense to me, although I haven't previously been able to parse it out in the rules (GURPS or DFRPG). My thoughts / pending houserule were more along the lines of a willpower check to push through to shock of being wounded and forcing yourself in anyway. High Pain Threshold could ignore this. Mind you, a creature or person being properly wounded as they try to close and then carrying a, for example, -4 to hit from shock SHOULD probably actually cause that attacker to back off regardless of what the rules / houserules say. Unless they are known for being berserk / reckless. |
|
02-01-2018, 11:03 AM | #28 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Parry and Close combat
|
02-01-2018, 11:20 AM | #29 |
Join Date: Nov 2017
|
Re: Parry and Close combat
|
02-01-2018, 11:24 AM | #30 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Parry and Close combat
Yeah, but it doesn't actually say that stabbing someone with a polearms stops their forward motion, unless you do enough damage to cause knockdown or knockback.
|
Tags |
charging foes, close combat, knockback, kromm explanation |
|
|