10-09-2014, 12:17 PM | #21 | |
Join Date: Jun 2013
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Re: Keeping Opponents at Bay
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*It's probably closer to 4 or 5 yards, but the characters involved most likely have 2 yard steps, so it's all good. Of course, one other oddity that shows up is that if the knifeman opts to Move and Attack into Reach C and scores a potential hit, the spearman can do a Retreat, then on his turn step back again (putting 2 yards between them), but if the knifeman misses or opts instead to simply Move, the spearman can only put 1 yard between them by stepping back. Personally, I see no real issue with a character being able to "waste" their Retreat in response to a foe's action, regardless of if that action would normally allow a Retreat. |
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10-09-2014, 12:49 PM | #22 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Keeping Opponents at Bay
Remember that it's critical to "black box" combat. The individual maneuvers, steps, posture changes, and even wounds aren't important; the outcome is. It's best not to try to associate every game decision with a real action. The game rules are intended for use on a quantized time mesh (one-second turns) and quantized space mesh (hex map) – and of course real life isn't quantized that way, but has overlap and intermediate values, not to mention true rather than simulated simultaneity. Thus, those rules are abstractions . . . even if nobody, at any point, actually steps back a yard, the rules might use that device on a map in order to produce a sensible end result.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-09-2014, 01:13 PM | #23 | |
Join Date: Jul 2008
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Re: Keeping Opponents at Bay
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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10-09-2014, 03:57 PM | #24 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Keeping Opponents at Bay
For what it is worth, I'm taking the cover off GURPS MARTIAL ARTS for my upcoming GURPS ATLANTIS campaign (based upon Bard Games of the 1980's fame). One player is going to be playing a half-breed whose mother was Atlantean and whose father was Khitian. We intend to bang the hell out of all of the Martial Arts rules just to see what is possible. After gorging myself on some Netflix dubbed moves from China, some of the weapons in the movies - exotic though they may well be, look to be interesting in their own right. The one weapon (possibly a Dao???) looks like a horse cutter on a sword hilt instead of a staffed blade. The Chinese soldier using it was using a shield in conjunction with it. That's when I thought "Hmmm, an extra +1 swing damage as compared against a broadsword, unbalanced, but used in conjunction with a shield would quite possibly work". Then I wondered about the Jian. It is a 2 hex reach weapon when thrusting, a 1 hex reach when swung, and used in conjunction with a committed attack long, looks like an interesting change from the swing/block/swing/block/swing/block routine that the players usually use.
I finally will be able to get the players to use ALL of what is available in GURPS MARTIAL ARTS!!! Now for the fun part... I'm looking to use those business card templates from Avery with Microsoft Word, and try to print double sided combat Cue cards. On one side, it says the Maneuver, on the flip side it says the bonus and penalties involved. Might work wonders for organize game play. |
10-09-2014, 06:30 PM | #25 |
Join Date: Mar 2013
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Re: Keeping Opponents at Bay
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Tags |
committed attack (long) |
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