11-10-2014, 10:02 PM | #21 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Well, actually, no. I can apply it as a game mechanic, but I don't have a sense of the causation involved. And if all I'm being told is "you've taken this number of CP, so you're -2 to ST and DX," then the cause is a numerical abstraction that I can't relate to physical reality.
This is kind of important to me. I like GURPS in large part because it has a very strong agenda of "Everything is defined in terms of the physical world." We don't have game inches, we have yards; we don't have rounds or turns, we have seconds; we don't have an encumbrance score, we have pounds carried. In the same way, I found GURPS Vehicles a lot easier to make sense of than GURPS Spaceships, which I've given up on ever using. Bill Stoddard |
11-10-2014, 10:06 PM | #22 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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The thing is, I have no objection if others of you love CP and are eager to use them. But they're an alternative system. (If they became the standard system in a hypothetical GURPS 5/e it would be a reason for me not to buy or use it.) I don't get the impression that I'd like them, and I'm not prepared to spend money on buying a book that I think would be essentially useless without them. And there's no reason everyone has to use or like everything in GURPS. Bill Stoddard |
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11-10-2014, 10:08 PM | #23 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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Control Points measure delayed injury or amount of restraint. They are a useful construct for measuring the exchange rate between restraint (which are represented game mechanically by penalties to ST and DX) and injury (which is why CP are actually in the same currency and on the same table as the thrust column of the size and speed/range table). But I recognize that you're not looking to be persuaded or have the concepts explained. You don't like them, Sam I Am, and that's fine. :-)
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11-10-2014, 10:10 PM | #24 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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11-10-2014, 10:11 PM | #25 |
Join Date: Jan 2009
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
I'm a lifelong martial artist who's been grappling for years. I grapple three or four times a week, sometimes more. One of the things that attracted me to GURPS is the technical detail in its combat rules: I love the authentic-feeling fiddly bits it gives me to play with.
Technical Grappling is too much bother for me. I recognize that Basic Set and GURPS MA grappling have some inaccuracies and rough spots: the unreasonable effectiveness of Arm Lock, odd edge cases involving low-ST, high SM creatures, the way everything resolves very quickly in real-world time terms, the generous treatment of Judo Throws and Arm Lock out of parries, the funky non-mutuality of grapples. Still, I found them good enough to play with, and the CP mechanic just seems like a fiddly bit too far for me. |
11-10-2014, 10:16 PM | #26 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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11-10-2014, 10:23 PM | #27 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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But each person will make their own decision about what they like, though I do wish that those dismissing the book would do so having actually used it in play.
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11-10-2014, 10:33 PM | #28 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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the more pools you have to keep track of in play the harder it is to use. |
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11-10-2014, 10:37 PM | #29 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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If the problem is truly "narrative" then simply saying "you have a weak hold on his arm; he's at -2 to use it" is moreso than using numbers. No different than a standard "Affliction." If the player wants to improve that a step better, he makes an attempt, or if the opponent wants to decrease it, he makes the attempt. The idea here is to never see the numbers, and it's more descriptive than the binary "Grappled" result. As far as too "fiddly" goes—what I've heard is that it "looks worse than it really is in play." That said, I don't think I could convince my players to let me use it straight up, though I do plan to use PdO's TG-Lite (CP-roll-only) method, and maybe "baby step" from there. I had concerns about all the ST calculations, but I made a spreadsheet to handle it, so it's no problem—I embrace the future :P
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11-10-2014, 10:51 PM | #30 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
I haven't played anything with TG. It looks as if it would be just fine for combats where there wasn't anything going on except grappling.
Adding it to a combat where there's also space constraints to be visualised, several opponents to keep track of, and ordinary melee and/or missile combat going on at the same time feels as if it pushes GURPS past the complexity that I can easily keep track of. I have much the same feeling about Action Points. Both systems are doubtless fine if you've practiced a bit with them, and internalised them. However, neither addresses things where I'm perceiving a problem with the game, so I'm not strongly motivated to use a couple of game sessions on learning to use them. Combat isn't the most important thing in the games I'm running or playing. |
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grappling, technical grapping, technical grappling |
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