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Old 08-25-2018, 01:53 AM   #41
corwyn
 
Join Date: Aug 2004
Location: Saskatoon, SK
Default Re: Speeding up melee combat? No surprise...

Quote:
Originally Posted by hal View Post
One thing that gets overlooked in melee combats for GURPS, is the role of the Shield.

For 23 points (16, 5, and 2) on behalf of a character with DX 13, they can start with a shield skill of 18, a Feint(Shield) of 22, and a Broadsword or spear skill at 13.

First - attack foe's likely unprotected face with the shield at skill-5, or adjusted skill 13. Any critical hits get rolled on the head hits table instead of standard crit table. If you hit, a ST 11 warrior with the shield will do 1d6-1 damage. There is a 5 in 6 chance that if you hit, your opponent will have to make a HT-5 knockdown saving roll. Last but not least? Any contest of feints will be against a skill 22. This favors the shield user in a big way.
Not saying that isn't a good starter, but that face hit is only an unpenalized HT roll, -5 is only if it's a major wound. It could still stun/prone the victim if you're lucky, but not a given.
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Old 08-25-2018, 07:35 AM   #42
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Speeding up melee combat? No surprise...

Quote:
Originally Posted by corwyn View Post
Not saying that isn't a good starter, but that face hit is only an unpenalized HT roll, -5 is only if it's a major wound. It could still stun/prone the victim if you're lucky, but not a given.
I think I read the below a little too quickly and didn't pause enough to read it carefully. Good catch...

"Whenever you suffer a major wound, and whenever you are struck in the head (skull, face, or eye) or vitals for enough injury to cause a shock penalty (see Shock, p. 419), you must make an immediate HT roll to avoid knockdown and stunning."
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