01-06-2015, 09:50 AM | #231 | |
Join Date: Apr 2005
Location: France
|
Re: Improving the Tonfa
Quote:
Having said that, as ou say, it may be beyond GURPS granularity. |
|
01-06-2015, 09:57 AM | #232 | |
Join Date: Apr 2005
Location: France
|
Re: Improving the Tonfa
Quote:
Having said that, that is a very different topic. So I content myself to follow the rules and, when my players wonder, to answer them: sorry, that are GURPS rules. |
|
01-06-2015, 10:43 AM | #233 |
Join Date: Jun 2013
|
Re: Improving the Tonfa
Indeed. In GURPS, a character with Broadsword at DX could learn to use a pata, spend years training exclusively with a large falchion to get skill to DX+6, then pick up a pata and use it at DX+6 with no issues. Realistically, and particularly with serious Familiarities, you need to keep up practice with other types of weapons, even within the same category, to be able to use all of them with equal reliability.
|
01-06-2015, 10:47 AM | #234 | |
Join Date: Jul 2008
|
Re: Improving the Tonfa
Quote:
Basically, there's nothing you can hit someone in the Skull with that isn't going to be either useless or dangerous. (GURPS-wise, if you manage to do exactly 1 penetrating damage, you are very unlikely to kill or permanently injure anyone except a hemophiliac. But if you're hitting for 1d6 plus or minus a constant, that means that at least 5/6ths of possible results will be either non-penetrating and thus useless, or 2 or more points of penetrating damage and thus potentially very serious.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
01-06-2015, 02:25 PM | #235 | |||||
Join Date: Nov 2011
|
Re: Improving the Tonfa
Note that in a more powerful skill engine, if you wanted to, you could turn "requires Exotic Weapon Training to use at full skill" to very closely linked skills. This would have an advantage in elegantly letting someone say that they are used to an unusual grip and not the more typical grip. Though that wouldn't make sense with Tonfa which is trained in both grips.
Quote:
Quote:
Quote:
Quote:
Quote:
Last edited by Sindri; 01-06-2015 at 02:29 PM. |
|||||
01-06-2015, 11:39 PM | #236 | |
Join Date: Apr 2005
Location: France
|
Re: Improving the Tonfa
Quote:
A perfectly realistic roleplaying game would have a generic melee combat skill which would be low, on which all other combat skills would be based, and that all other combat skills would improve slowly. But this coming and going experience is very hard to simulate easily in terms of calculation because the player would have to take into account both the number of specific weapon skills and their depth... So, GURPS, with its default system is a quite good compromise. |
|
01-06-2015, 11:48 PM | #237 | ||
Join Date: Apr 2005
Location: France
|
Re: Improving the Tonfa
Quote:
Quote:
|
||
01-07-2015, 12:13 AM | #238 | |||
Join Date: Jan 2010
Location: Brighton
|
Re: Improving the Tonfa
Quote:
(and actually I was basing 1d+2 off tonkwa with an extra +1 to thrusting attacks from reversed grip) EDIT: actually I'm wrong because I'm guessing the tekkos count as knuckle dusters adding +1 to punch (I'm basing off basic thr not basic punch, sorry still thinking in terms of tonfas/tokwas!) As Ulzgoroth has pointed out 1d+1 will mess you up on a skull hit. Remember in terms of finishing a fight in one hit, a major wound to the skull is -10 on knockout. That's a 66% chance on the dice roll there. There's no first aid for bleeding in the skull and you'll be making bleeding rolls ever 30 seconds. Its the no first aid that kills you here. If you roll a 4 the target's taken a 12pt injury so will test at -2 every 30 second if he started with 10 hps and HT10 he rolling against 8's which is only a 26% success so there's only a 1.76% chance of stringing three together in row. So ignoring crits in either direction. he'll bleed for 1 hp 3 times out of 4 tests which in this case is 3hp per 2 minutes so he'd taking death tests after 6 mins, 12 mins, 19 mins, 25 mins and finally dying at 32 mins. Your really hoping for a crit success on bleeding roll and since its 2.4% chance per roll with 64 rolls to get it odd are pretty good ..... if you keep making you death saves. *which I's struggle to allow in this area as that training is partly what I envisage the karate bonus being (but it's also why anything based on karate skill gets a big boost it's like +3 or 4 St for thrust attacks). Quote:
Heh, now I'm picturing your master pouring over High tech, muttering, "no not like 7.62 rifle, hmm not like 9mm, hmm .45 maybe, now do wounding multipliers stack for locations, ahh he we go .22 long" Quote:
Either way as shown a tonfa hit to the head doesn't need to be the equivalent of a 9mm (or what ever) to kill. Last edited by Tomsdad; 01-07-2015 at 12:47 AM. |
|||
01-07-2015, 12:16 AM | #239 | ||||||
Join Date: Apr 2005
Location: France
|
Re: Improving the Tonfa
Quote:
Quote:
Quote:
So, in my humble opinion, a -1 is the minimum. -1 to parry do correspond to -2 to attack (because parry is based on half the attacking skill). -2 to attack is just the difference between a shortsword and a broadsword. When you see how close is the handling of these two weapons in reality and how different are the parries with a tonkwa and without a tonkwa, the conclusion is inevitable. A penalty is required. Quote:
Quote:
Quote:
Which is not serious! Martial Arts is really a very good book, full of very well thought rules and data about all what I can speak about. Here again, may karate style, the bo and the sai are very well described and handled in terms of rules. New rules about harsh realism, specific wounds and hit location, committed attacks and defenses are amazing. I just find that the tonkwa has been forgotten. It deserve a little correction. |
||||||
01-07-2015, 12:19 AM | #240 |
Join Date: Apr 2005
Location: France
|
Re: Improving the Tonfa
Which is why I immediately said it was exaggerated. Having said that, I do agree with all the rest of your post. And thanks for the correction about the calculation. I'm so used to think than despite of my third dan, I'm only DX+0 in matter of true combat that I completely forgot that the karate bonus for damage could be +2. My GURPS campaigns are Cthulhu campaigns, so, we almost never use karate or tonkwa skill... Er... Not almost never. Just never.
Last edited by Gollum; 01-07-2015 at 12:22 AM. |
Tags |
house rules, low-tech, martial arts, tonfa, weapons. |
Thread Tools | |
Display Modes | |
|
|