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Old 11-17-2016, 06:51 PM   #51
jason taylor
 
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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Originally Posted by Ulzgoroth View Post
Insofar as you don't consider getting an extra attack in to be something you need.
At the beginning surviving long enough to regain the initiative is top priority. An extra attack is a luxury not something you need. By definition, if you can back long enough to have your sword out with a normal draw you do not NEED a fast draw though you may want it.
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Old 11-17-2016, 06:54 PM   #52
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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At the beginning surviving long enough to regain the initiative is top priority. An extra attack is a luxury not something you need.
A combat advantage isn't really a luxury unless you've already got so much you're not worried about losing.

And a turn of extra offense is a big combat advantage.
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Old 11-17-2016, 07:02 PM   #53
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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A combat advantage isn't really a luxury unless you've already got so much you're not worried about losing.

And a turn of extra offense is a big combat advantage.
I suspect we had different definitions of need. I interpreted need as, "being absolutely necessary to engage in the fight" which in turn meant "avoiding being killed in the first half-second." Obviously if a mugger is attacking having the off-hand out in the first half second is needed by that definition and if you are so hard pressed that how fast you can produce a weapon is that important then a mugger is to close for a sword. Once you have room you can get the sword out at normal speed.
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Old 11-17-2016, 07:28 PM   #54
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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I suspect we had different definitions of need. I interpreted need as, "being absolutely necessary to engage in the fight" which in turn meant "avoiding being killed in the first half-second." Obviously if a mugger is attacking having the off-hand out in the first half second is needed by that definition and if you are so hard pressed that how fast you can produce a weapon is that important then a mugger is to close for a sword. Once you have room you can get the sword out at normal speed.
That doesn't work either. You certainly have a chance to survive the first round with no weapon out. Dodge is perfectly serviceable and even an unarmed parry isn't hopeless.
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Old 11-17-2016, 07:55 PM   #55
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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That doesn't work either. You certainly have a chance to survive the first round with no weapon out. Dodge is perfectly serviceable and even an unarmed parry isn't hopeless.
But you NEED it more in the first round, and an unarmed parry is likely to lose you your arm in the other sense.
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Old 11-17-2016, 08:38 PM   #56
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My review here. I find myself overall "content" with it.
Thanks for the detailed review! I posted a link to it on Twitter.
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Old 11-18-2016, 01:34 AM   #57
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Not really true IME. Even if you are attacked in close, unless you are grappled, you can always back out, fast-draw, and attack. You might want to move to cover and still have a ready weapon, move and attack, move to the enemy and not be at his mercy by not being able to parry.
But what if you don't want to back out? Also, think samurai.
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Old 11-18-2016, 03:40 AM   #58
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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But what if you don't want to back out? Also, think samurai.
People don't live in one-second alternating turns. Stepping back isn't retreating or surrendering; it's jockeying for position. Why would anyone stand there like a schmuck, even a samurai, when they can backpedal as their enemy advances (that's why in GURPS you have to stay an entire turn in close before you suffer all the penalties of close - you are assumed to be backing up at the same time) and cut him in half with his real weapon.

Sure, there are times when you don't want to give ground - good thing Swashbucklers are all Weaponmasters and fighting in close combat isn't that bad for them.
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Old 11-18-2016, 07:06 AM   #59
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Default Re: GURPS Dungeon Fantasy Denizens: Swashbucklers

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good thing Swashbucklers are all Weaponmasters and fighting in close combat isn't that bad for them.
How does being a Weapon Master help you in close combat?
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Old 11-18-2016, 07:43 AM   #60
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I don't think you can fast draw or even ready in close combat or am I mistaken?
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