11-17-2016, 06:51 PM | #51 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 11-17-2016 at 06:54 PM. |
11-17-2016, 06:54 PM | #52 | |
Join Date: Jul 2008
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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And a turn of extra offense is a big combat advantage.
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11-17-2016, 07:02 PM | #53 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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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11-17-2016, 07:28 PM | #54 | |
Join Date: Jul 2008
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Quote:
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11-17-2016, 07:55 PM | #55 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
11-17-2016, 08:38 PM | #56 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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11-18-2016, 01:34 AM | #57 | |
Join Date: Mar 2013
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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11-18-2016, 03:40 AM | #58 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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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11-18-2016, 07:06 AM | #59 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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11-18-2016, 07:43 AM | #60 |
Join Date: Feb 2009
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
I don't think you can fast draw or even ready in close combat or am I mistaken?
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Tags |
dungeon fantasy, fantasy |
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