01-31-2018, 09:31 AM | #11 | |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Parry and Close combat
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Seriously, visualize the scene in the movie where the barbarian tries to attack the spider on his chest using his claymore...
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01-31-2018, 09:45 AM | #12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Parry and Close combat
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01-31-2018, 10:28 AM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Parry and Close combat
Some form of zone of control is fairly common in wargames; it's a way to prevent some tactics that are artifacts of turn-based combat rather than representing anything legitimate.
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01-31-2018, 11:30 AM | #14 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Parry and Close combat
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-31-2018, 11:33 AM | #15 |
Join Date: Feb 2009
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Re: Parry and Close combat
So if a foe enters close combat with you,
1. You can retreat if a retreat is available, in which case you can parry 2. You can parry IF you have a reach C option 3. You can dodge ? |
01-31-2018, 12:00 PM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Parry and Close combat
As for the two other matters entangled in this spidery thread:
Being Useful in Close Combat: Someone with a weapon too long to use in close isn't useless there. If they're grappled (by a foe or an environmental or spell effect), they can try to break free or cut their way free, as the situation dictates; if they aren't grappled, they can just leave, though they might have to evade if they're backed up against an obstacle or surrounded by foes. If you find that boring, and are skilled enough to deal with penalties for being grappled, you can attack: if you have free arms, you can use a ranged weapon (if you can tolerate the added penalty for Bulk), switch to a close-combat weapon (if you can make the DX roll), or simply shove, punch (at a damage bonus for a fist-load such as a weapon that's too long to use properly), or grapple back; if you have free legs, you can kick; if you have neither, you can bite. Finally, note that Concentrate maneuvers for special abilities are permitted, and distraction is only likely to matter if you need more than one such maneuver. Zones of Control: These don't really exist because most maneuvers you can take let you move at least a little, perform some task, defend afterward, and tack on a number of free actions. If you can't do one of those things, it's usually because you can do even more of the rest; e.g., All-Out Attack (Double) prevents defense but gives more movement and attacks than plain old Attack. What this means is that there's so much going on that you don't also have time for free shots at enemies – not on a time scale that assumes attacking takes a second. However, you can assert zones of control with Wait; just say that if anybody passes through a given area, you'll attack them.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-31-2018, 12:05 PM | #17 |
Join Date: May 2008
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Re: Parry and Close combat
This makes monsters with reach C attacks dangerous if you don't have a good reach C option, especially if you get backed into a corner. It also helps mitigate the frequent weakness of such creatures: Getting parried in their mouth parts. I like this approach more than the one I linked from the GURPS FAQ.
Thank you Kromm!
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01-31-2018, 12:35 PM | #18 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Parry and Close combat
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01-31-2018, 12:37 PM | #19 | |||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Parry and Close combat
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* Check your skill defaults, Dress Smallsword for the Rapier wielder, Long Knife for Broadsword users, etc. † And of course Karate, Judo, Sumo. Quote:
But yes, often "and the foe can't follow your Retreat because it only stepped this turn" is the reason most Reach C monsters end up dying without dealing much damage. Quote:
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My Barbarian used Wrestling and Brawling. Pin the spider and then wail on it forever. Blunt brawling damage isn't optimal for killing monsters, but it stopped the beast's attacks for those ten rounds. Until I got annoyed, let it go, ripped free of the webs, stepped back, and proceeded to miss every attack until someone else killed it. Le sigh. Quote:
Close Combat is a PC killer. |
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01-31-2018, 01:34 PM | #20 |
Join Date: Jan 2006
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Re: Parry and Close combat
I have seen fencing manuals that explicitly recommend stepping into close combat and going for wrasslin' or dagger based murder if your opponent is a better swordsperson that you. Apparently some DF baddies read the same book.
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Tags |
charging foes, close combat, knockback, kromm explanation |
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