11-05-2018, 11:35 AM | #21 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Failed attack rolls
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This conversation has let loose more than a few thoughts on my part; going to my blog to expound.
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11-05-2018, 11:55 AM | #22 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Failed attack rolls
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Moreover I would ideally restrict raising that talent in a relation to the number of different fighting skills and the overall cp count in all that skills, as a measure of width and depth of your fighting capabilities (your overview about different weapon distances and styles along with your related training in the action). |
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11-05-2018, 12:00 PM | #23 | |
Join Date: Jan 2010
Location: Brighton
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Re: Failed attack rolls
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That to me would help model conservative, energy saving defensive fighting. It would also reduce the chance of triggering a wait that was waiting for you to attack, if you don't actually attack then the wait doesn't trigger. *e.g a Normal attack might count as a "not made attack" at 1 Mof, a defensive attack might count as that at 1 or 2 Mof
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 11-05-2018 at 03:14 PM. |
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11-05-2018, 12:04 PM | #24 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Failed attack rolls
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Though it may well be, that the "exception" is very often the "normal case" depending on the situation: For instance in a fight with many unbalanced weapons there won't be much room for the "did nothing" interpretation I guess... I would also rule that "failed to hit" should actively balance out these weapons, and this needed an action, as this is a fact by the rules, not just interpretation IMHO... Last edited by OldSam; 11-05-2018 at 12:16 PM. |
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11-05-2018, 12:23 PM | #25 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Failed attack rolls
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11-05-2018, 01:24 PM | #26 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Failed attack rolls
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I was more looking at example situations like that: A veteran sword fighter with DX 13 and Sword 15 (plus axe, plus dagger, plus unarmed experiences...) getting his hands on a spear for instance, but not having the spear or staff skill to make the point here. On the opponent side we have a young soldier having his first real fights, also having DX 13 and maybe just Sword 13 and a little bit unarmed, not more. He also has to take his chances with a spear. Which guy would you bet your money on? In GURPS? IRL? My point is that this kind of fighting experience (new soldier vs the veteran), not directly related to a specific weapon skill, is currently not really covered by the rules AFAIK... Also it would add to the chances of veterans anyway, making "useless" side weapon skills more valuable as a generic experience. On the one hand weapons like a spear and a sword are obviously very different, I like the defaulting mechanics as they are and personally I would not change anything here. On the other hand, from my IRL experience, I would definitely say that "broad" martial arts training lets you learn a few general lessons like seeing openings, a better feeling for distances, psychological things etc. For these latter aspects I would like to have something like a melee fighting talent. And like I said above, I would ideally restrict raising a fighting talent like that, in a relation to the number of different fighting skills and the overall cp count in all that skills (to represent broad and deep experience). Something like that, I don't know yet which cp prices would be fair etc., just as an example for my vision: Melee Fighting Talent [5/lvl] Gives +1 to all melee fighting skills per level. Restrictions: Level 1 requires you to have spent at least 8 CP in at least two different melee fighting skills. Level 2 requires you to have spent at least 16 CP in at least four different melee fighting skills. Level 3 requires you to have spent at least 24 CP in at least six different melee fighting skills. Last edited by OldSam; 11-05-2018 at 01:32 PM. |
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11-05-2018, 01:28 PM | #27 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Failed attack rolls
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11-05-2018, 01:43 PM | #28 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Failed attack rolls
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11-05-2018, 02:37 PM | #29 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Failed attack rolls
Umm... actually it's really easy. Having LARPed (Boffer and SCA grand melees) I've seen so many wiffs it's not funny. 99% of them are "the opponent took a step away and the attacker didn't expect it". Not a Dodge in GURPS terms, but a miss.
Like Tomsdad recons, GURPS is an approximation, the foe isn't standing still while being swung at, they might be mid-step, mid run, leaning away to get a hit in themselves, etc. Quote:
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I've seen experienced martial artists hesitate (they start the swing, but immediately draw back to 'ready') with weapons they were unfamiliar with in a match because they weren't confident of the hit. And by this I mean they did a lot more hesitating than they would with a weapon they were familiar with. Even if it was just a lengthening or shortening of a weapon they did know. |
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11-05-2018, 02:54 PM | #30 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Failed attack rolls
It's really only hard to do against an immobile target. The problem is that GURPS puts all of evasive movement into the Dodge score instead of making it generically hard to hit moving targets.
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whiffing |
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