10-08-2014, 07:55 PM | #11 |
Join Date: Feb 2009
|
Re: Keeping Opponents at Bay
Thats why I said 'if your brawny', since slams use ST = lbs
A brawny ST 17 bruiser can threaten to break a Spear fairly well, and have a shot at breaking a Long Spear even, and definitely poses a threat to those 3lb Edged Rapiers oh so loved by folks Godogma's ranger has a pet Bear Dog (or Cave Dog or something, a SM+1 dog at any rate) who was constantly getting his unarmed attacks parried and eating damage from it, until he learned Sumo Wrestling and started Slamming left and right through the enemies attempts at parrying his ST 45 bulk |
10-08-2014, 08:14 PM | #12 | |
Join Date: Jul 2008
|
Re: Keeping Opponents at Bay
Quote:
Though this probably doesn't apply if you are a giant dog with no hands.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
10-08-2014, 11:01 PM | #13 | |
Join Date: Mar 2013
|
Re: Keeping Opponents at Bay
Quote:
|
|
10-09-2014, 08:59 AM | #14 |
Join Date: Jul 2008
|
Re: Keeping Opponents at Bay
Spears are probably not better against armor than swords are, so that alone can't do much to explain the position of the sword.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
10-09-2014, 10:18 AM | #15 |
Join Date: Jan 2010
Location: Brighton
|
Re: Keeping Opponents at Bay
Tbf he said in addition to. However what I think it is in GURPS terms is what dcarson said someone even in a lot of plate rushing a long spear block is going to get hit with a lot of stop hits, someone might get lucky! I,.e while individually spears are no better against armour than swords, you can theoretically concentrate a lot more of them onto armour.
|
10-09-2014, 10:53 AM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Keeping Opponents at Bay
That's Move and Wild Swing (really, Move and Attack, but I'm used to some old terminology). It's the better choice, but it's still not very good.
|
10-09-2014, 11:11 AM | #17 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Keeping Opponents at Bay
There's a big difference between Move and Attack (which comes with all kinds of coordination and defense drawbacks, like "no parry," "no retreat," and "-2 to rolls for everything else") and just plain Move (which has no such drawbacks). It is indeed usually most prudent for the warrior with the shorter weapon to "burn" a turn for a pure Move to run into close combat – no weapon attack, no slam, no evade, just run in there. He'll have the advantage there if his foe stays put (the longer the weapon, the bigger the close-combat penalty), and if the fighter with the longer weapon wants to disengage and reopen the gap, his options are to evade (which is usually doomed to failure owing to the -5 for a standing foe) or to move back (at double cost, which means he can't go very far).
It's this precise tactic that fans of long weapons don't like in GURPS. Unfortunately, it's probably realistic. It isn't as if "charging" means "defenseless", or as if the person with the shorter weapon can't use that weapon or a shield to shove the longer weapon aside. Still, it might be fair to allow those who Wait and prepare a Stop Thrust to trade off the usual +1 to damage per two yards of attacker movement for -1 to the enemy's defenses per two yards of movement. This would represent the speed with which a weapon can be maneuvered being superior to that at which a running person can correct course. By definition, the weapon is maneuvering rather than fixed, so it loses the damage bonus for being braced. I don't see anything unbalanced about a spearman who's charged from six yards off giving his opponent -3 to defend instead of rolling +3 damage. (Look at it this way: All-Out Attack equates +4 to skill to +2 to damage, so every +1 to damage sacrificed is +2 to skill, which could be converted to a Deceptive Attack giving -1 to defense.)
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-09-2014, 11:24 AM | #18 | |
Join Date: Jul 2008
|
Re: Keeping Opponents at Bay
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
10-09-2014, 11:50 AM | #19 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Keeping Opponents at Bay
Personally, I think that if someone wants to charge an opponent and retreat along the way, it isn't an issue if you visualize it correctly. If someone with Move 6 moves three yards, steps back one, and then moves three more . . . well, they cover five yards instead of six. They've lost a yard of movement, and I'd be fine with saying that rather than a true retreat, they simply slowed a bit to interfere with the timing of the enemy attack. I don't see that as especially mind-bending; if I'm a yard short of where my foe thought I'd be when he attacks, then it seems logical that this would make a miss more likely, and it doesn't seem to matter how or why that was achieved.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-09-2014, 12:15 PM | #20 | |
Join Date: Oct 2009
Location: Plugerville
|
Re: Keeping Opponents at Bay
Quote:
At 6'6" and with a preference for longer weapons to maximize the effects of my reach, I much prefer when opponents keep their distance, as I can snipe them to death at the edge of my reach with relative safety. Shield users especially like to rush in, minimizing my opportunities to strike. Those without shields will often do it as well, but a shield makes it an especially difficult tactic to deal with. (I tend to back-peddle and strike for the legs) It is a tactic that works, and works well. I even use it against those using pole-arms. |
|
Tags |
committed attack (long) |
|
|