07-20-2015, 08:20 PM | #11 | |||
Join Date: Jul 2015
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Re: Need some help with hand-to-hand combat/Martial Arts
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And all other things being equal (Say DX 12, HT 12, BS 6, Dodge 9), both Boxers in the above example can dodge the punches from a JKD Guy (Karate-14) at the same exact chance for success: Boxing-11 guy dodges on a 9 or lower (12 or lower on a retreat) Boxing-20 guy dodges on a 9 or lower (12 or lower on a retreat) I'll stop beating a dead horse now. It's basically outside the scope of GURPS. Non-contact defenses that are effective against strikes AND scale with skill level do not exist in this game. It's cool. I just have to come to terms with it. Quote:
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All in all, I think GURPS does a much better job of modeling real-world unarmed combat better than any other game system I've ever played. I'm very happy with how these rule sets work out. |
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07-20-2015, 08:23 PM | #12 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Need some help with hand-to-hand combat/Martial Arts
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07-20-2015, 08:26 PM | #13 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Need some help with hand-to-hand combat/Martial Arts
I get what he's saying though - he's looking for a way to have skill be reflected in the ability to just not be there to move (Dodge) around blows, rather than Parry. Bob and Weave - basically a trained skill.
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07-20-2015, 08:28 PM | #14 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Need some help with hand-to-hand combat/Martial Arts
That would be reflected as buying Enhanced Dodge, and justifying it with the GM as being based on your training.
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07-20-2015, 09:14 PM | #15 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Need some help with hand-to-hand combat/Martial Arts
Nothing in the rules that I'm aware of, but we've been toying with a houserule that you need to miss your Knockdown & Stunning HT roll by 3 to actually fall down, to get that "standing stunned" effect.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
07-20-2015, 10:24 PM | #16 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Need some help with hand-to-hand combat/Martial Arts
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Edit: Consider perhaps a Skill Adaptation perk. Something like Skill Adaptation ([Skill] Parries require no contact) and then treat it as a fencing parry for multiple parries. So the first is at -0, the second -2, the third -4, and so on. Trained by a Master shortens it to a mere -1 per parry after the first.
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07-20-2015, 11:01 PM | #18 |
Join Date: Jan 2014
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Re: Need some help with hand-to-hand combat/Martial Arts
There is one no-handed trained defence, called a "Hands-Free Parry" on p. 22 of Technical Grappling, which is similar to what you're looking for, except it's only meant to work against grappling. It probably wouldn't be too imbalanced to allow it against strikes, as it counts as a two handed parry (unlike boxing, karate and judo parries).
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07-21-2015, 01:13 AM | #19 |
Join Date: Mar 2013
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Re: Need some help with hand-to-hand combat/Martial Arts
*Bangs head*
The GURPS Skill Judo is ALL about throws, it isn't the RL martial arts of the same name, and has nothing to do with holding your opponent |
07-21-2015, 01:49 AM | #20 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Need some help with hand-to-hand combat/Martial Arts
Judo the skill is actually quite good at initiating the hold of your opponent. If you have the actual Judo style, you can also take the Power Grappling Perk and be very good at maintaining said hold . . . or breaking out of enemy holds. (And in TG, you get the Trained ST benefit.)
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Tags |
martial arts, rapid strike, technical grappling |
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