11-10-2014, 11:43 PM | #31 | ||
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 situation is bad. Something must be done. This is something. Therefore we must do it. Not every response to a bad situation is an improvement. Some make the situation worse, or create a situation that's bad in a different way. (b) I'm not sure that I have ever complained about the published grappling rules. Can you cite a time when I have done so? If not, then your "people complain about the rules" doesn't seem to apply to me. . . . Bill Stoddard |
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11-10-2014, 11:47 PM | #32 | |
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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Bill Stoddard |
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11-10-2014, 11:56 PM | #33 | |
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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Bill Stoddard |
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11-10-2014, 11:57 PM | #34 | |
Join Date: Jan 2010
Location: Brighton
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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However there is no getting around it do have to know all the systems before we sit down at the table. But my combat tends to be low power so I'm not having to keep track of fancy powers, or really combat magic and psionics very often. Also at that level combat is pretty hazardous to the health so my players are tend to plan combat ahead of time and ambush etc as much as possible so I as GM tend to have a heads up of whats probably going to be useful for the next combat and can prepare mentally in advance. I.e I'm not running a "you open the door and see (roll dice) 3 kobolds a manticore and a gelatinous cube" type of affair. But finally I'm also a inveterate note taker, I use a acetate hex overlay on maps, I have combat sheets for combat and track CP and AP (and HP come to that). But I always have for decades so I guess my particular style is well suited to such things. Last edited by Tomsdad; 11-11-2014 at 12:05 AM. |
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11-11-2014, 12:04 AM | #35 | |
Join Date: Jan 2010
Location: Brighton
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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Buts that's on a laptop that's sits on the table corner. (over here you can basically get free cheap lap top every two years when you renew you mobile contract). |
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11-11-2014, 12:32 AM | #36 | |
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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Bill Stoddard |
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11-11-2014, 01:12 AM | #37 | |
Join Date: Jan 2010
Location: Brighton
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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I've never cared either way about the OS (well barring the more annoying windows ones), but that's probably because I'm really never doing anything but the most absolutely basic things on a computer and I know nothing about computers!. The lap in question is actually still running Vista, which should tell you how old it is! Last edited by Tomsdad; 11-11-2014 at 01:18 AM. |
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11-11-2014, 01:46 AM | #38 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
To answer the original post, I've been using a slightly modified version of Technical Grappling rules since I've ran with it during playtest. My variation basically gets rid of the ability to spend points, turning the control points into simple "grappling damage" rather than a currency to exchange for damage or skill bonus. That option has now actually appeared in a Pyramid article.
As to why I prefer TG. Two reasons that mostly boil down to personal preference as opposed to any real "must use" reasons. First, I like that it has the flexibility to handle any situation if you put it through the test. I tried some of the more extreme and unlikely racial/ST/mass combinations during playtest, and it seemed to work fine. That really comes in handy in my kitchen sink/anything goes campaign. (Basically, it nerfs a munchkin ST 3 PC being able to Judo Throw a ST 20 giant because he has great skill). Also, I've found that it works great for the huge pile up of people in which everyone is grappling everyone... something Basic can't handle this, but TG does it well (although granted, hard to track). Second, it view the rules as the "tie breaker rules" if you will. When one opponent seriously outclasses the other, I just go with Basic Set and get it over with (just like I sometimes speed up combat against mooks). It works well enough. When the two opponents are very close in skill or the outcome otherwise unpredictable, or if I want to promote drama/tension, then I prefer the details of TG as it rewards a good choice in tactics to win. Is that really needed? shrug, no more or less than any other non-grappling technique, but I use them as well. One advantage that I have is that I've programmed the Technical Grappling and control points into my MapTools, so it keeps track of everything for me and automatically adjust the character's stats. I'm not sure how well I'd like it if I didn't have that. Despite all of the above, I don't think any of my players care one way or the other. They're happy with whatever plays fast. I've internalized the TG rules enough now that it goes really quick, but it was a bumpy transition at first. They use it fine now, they understand the basics, and we just focus on playing. |
11-11-2014, 01:50 AM | #39 | |||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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BTW, it doesn't have to be a cat. It could be an enemy brick who got hit by a Shrinking affliction, or one who has Shrinking (with or without retention of full HP), or a Possessed GI Joe toy. So while my joke about a Depleted Uranium Dwarf is a joke, it's actually something that may happen in games. (Only half-joking: now I expect someone to post a claim that they're calling dibs on using one of these ideas in a campaign.) |
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11-11-2014, 02:11 AM | #40 | ||||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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Whswhs wants the 'status effects' to always be easily estimated from a purely non-systemic description. It's reasonably easy to interpret a description such as 'A grabbed the hand of B', look up the effect of being grappled (-4 DX, affecting Active Defenses, can't move away) and apply them; it's also easy to convert the game effect to a description. But 'A has 7 CP on B'? I have absolutely no idea how to describe it narratively in such a way to make it clear that A has neither 6 nor 8 CP on B; and I have no idea how to estimate the amount of CP on a given target based on a narrative description. In a way, Technical Natasha underscores it: you can say what CP values are rolled in a film, but it's mostly guessworks and estimates. And yes, this happens with HP too, but that's a flaw of HP, not something to be admired. I've recently had trouble describing the narrative effects to a totally systemless player in such a way to make sure that he gets the right picture and performs the right actions. This was further complicated by the fact that he is medically much more knowledgeable than I am, so I was very worried of saying something absurd or being unable to answer a question that will be relevant to picking the right course of action for his character. What Douglas Cole just called binary effects is indeed somewhat crude, but it's way clearer than CPs, narratively. A character can be free and away, or in close combat, or grappled, or also arm-locked on arm R or L, or pinned, or some combination of such effects. But they're all easy to visualise! Quote:
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grappling, technical grapping, technical grappling |
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