11-16-2014, 11:29 AM | #531 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Giant wall of text alert! In writing up the Why Grapple? and now "How," I realized that I had a major post even dealing with only the "grab him" part of the four-step sequence earlier. So here's a treatise on the 'grab him' part of the sequence.
I'll be moving on to "grab him better," "improve your position" and "win" in upcoming days. Also, an open call for this coming Thursday: what's your favorite in-game grappling move (ANY game), and why? Melee Academy returns!
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11-17-2014, 10:09 PM | #532 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Get grabbed? Bust out. A few words on Breaking Free using both Rules-as-Written as well as Technical Grappling.
I didn't even try and be super thorough on this one, so I might well have missed a few tricks. If so, let me hear about it!
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11-20-2014, 10:30 PM | #533 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Thursday is GURPS-Day, and welcome to Melee Academy. Despite writing a book on grappling for GURPS, this look at Arm Lock uses almost only the Basic Set and Martial Arts, showing why in limited situations, Arm Lock is an incredibly powerful move.
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11-23-2014, 03:12 PM | #534 |
Join Date: Feb 2009
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Re: Gaming Ballistic - GURPS Content Posts
This has got to be one of my favorite blog posts in the record of blog posts, thank you! Simple easy to follow step by step explanation!
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11-23-2014, 09:02 PM | #535 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Christopher goes for a two-fer in his article Dungeon Fantasy Video Gaming, in that either the Imitator template or the video game achievements sub-sections are basically complete article concepts as stand-alones. The Imitator concept takes multi-classing to a mechanical extreme, allowing selection from a number of templates. The video game sub-section presents several (more than 10) plot devices from games and implements them mechanically in GURPS.
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11-23-2014, 09:17 PM | #536 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
Bill Stoddard |
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11-23-2014, 09:29 PM | #537 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
Bill Stoddard |
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11-23-2014, 09:32 PM | #538 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
Example time: You're grappling me by the torso and have 6 CP on me. You roll to attack and add more. If you miss, nothing happens, you still have 6 CP. If you hit, you roll CP based on your ST. However, if you hit and I do a regular parry, well, you still have 6 CP. If you hit and I do an Escaping Parry, i can actually reduce your current hold to fewer than 6 CP, depending on how strong and skilled I am (but it's based on half of Trained ST, so it's less effective than a direct attempt to Break Free). This can result in (for human levels of Trained ST of 8-20, or half ST of 4-10 or so) the removal of 1d-5 (ST 4) to 1d-2 (ST 10) from the parry itself. I won't break a 6 CP grapple that way shy of a critical success, but you could wind up with a weaker hold.
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11-23-2014, 09:34 PM | #539 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
I've edited the post itself to add that clarification.
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11-23-2014, 10:23 PM | #540 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
Of course you can not retreat and not get a parry on a 15 or less, but on a 14 or less, which is still pretty good. Bill Stoddard |
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blog, blogs, committed aim, dungeon grappling, modern firepower, pass limb |
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