09-18-2020, 05:06 PM | #31 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: Issues with Retreating Dodge
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1) Was the melee fighter always hitting? Move and Attack is at -4 with a MAX skill of 9. That should be missing more than 50% of the time. 2) If the melee attack misses, the defender doesn't get to make a retreating dodge, breaking the loop. 3) It normally takes 3 turns to load and fire a bow. Fast-draw(arrow) reduces this to 2. Are you also using cinematic rules like Heroic Archer? The issue you had really shouldn't come up that often. And as others have pointed out there are quite a few ways to mitigate even when it does.
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09-18-2020, 05:50 PM | #32 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Issues with Retreating Dodge
I might have missed it, but did anyone suggest the swordsman pulling out a hand-axe and chucking at the bowman? Range 2 is no penalty, and dropping a point into thrown weapon (axe) - never throw knives when you can throw axes - to deliver swing cut damage with a hatchet makes for a nice eye opener.
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09-18-2020, 06:06 PM | #33 | ||
Join Date: Aug 2019
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Re: Issues with Retreating Dodge
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 09-18-2020 at 06:15 PM. |
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09-18-2020, 06:50 PM | #34 | |
Join Date: Dec 2007
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Re: Issues with Retreating Dodge
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09-18-2020, 08:07 PM | #35 | |
Join Date: Aug 2019
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Re: Issues with Retreating Dodge
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OP's issue stems from the fact that ranged weapons are utterly superior to melee weapons, so when Archer retreats, he gains range, which is good. For melee fighter, gaining range means one has to make effort to return to his weapon's striking range. Which is bad. Plus, if we assume that Active Defense allows ample time to move hands/body in a way that is capable of cancelling enemy's blow, there's no biomechanical reason to assume there cannot be any lower body mobility. After all, the attacker has lower body mobility. This is GURPS portraying an actual element of combat. To specifically deconstruct some issues that people take with retreat. "Retreat favors defender, giving him extra mobility" In personal combat, there's rarely a concept of "defender". The objective of personal combat is to win, usually via killing the enemy first. So when two warriors meet and lock into duel, there's no defender, there's two people trying to murder each other. Both of them make attacks, and both of them roll active defenses. Both of them can retreat. If one fighter starts gaining advantage with retreats that another fighter can't nullify, we're not talking about game imbalance here, we're talking about skill imbalance, either stats or tactical thinking. Bottom line - you aren't killing your enemy hard enough if all you do is extend your range between you two until you can't make attacks, you're running away, and retreat is not the best way to run away. "Retreat favors ranged fighter" The entirety of physics, tactics and strategy favor the ranged fighter. When human learned to throw a rock, he learned to be the king of this planet. If your enemy can strike you while you cannot strike them, it isn't bad game design or imbalance, it's you living your life wrong. Shield-Board warrior chasing an archer around a field is not even the worst example, imagine Shield-Board warrior chasing an axe-thrower (attack other turn) or spear-tosser (attack every turn with fast-draw) around a field, then you'll witness true terror. Then we can move on to a shield-board warrior chasing a gunman with M16 around a field, to properly portray the issue. If an archer can eternally run away from you while pelting you with arrows that are actually killing you, this isn't game imbalance, this is your tactical failure. "Retreats do not favor the aggressive fighter" Martial Arts introduces multiple new ways to retreat (which arent actually retreats, oughta call it mobile defenses or something), including retreat to the side (-1 plus retreat bonus) and retreat forward (-2 plus retreat bonus). A defense with you standing still is the most subpar with these options, and gives the aggressive fighter better odds for success. For example, a Judo practictioner that starts 1 yard away from a broadsword warrior can retreat forward for +1 to his parry, deflecting the enemy's sword better than if they were immobile, and instantly setting himself up for a judo throw. "But if an enemy isn't trying to kill you, they can retreat forever and thus escape" No. At some point the dice will fail them, they'll catch damage, and loss of HP/Major Wounds often slow a person down to a crawl. Use advantages like Luck to max out deceptive attack all the way down to skill level 10, and then reroll it 3 times. The chance of you hitting grows sky high. The escaping enemy is concerned with both making his defense rolls AND keeping his HP high. If he isn't attacking you, you're only concerned with landing hits. This is an advantage.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 09-18-2020 at 08:13 PM. |
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09-18-2020, 08:46 PM | #36 | |
Join Date: Jul 2008
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Re: Issues with Retreating Dodge
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If it were true that shuffling backwards while shooting a bow was genuinely favored against advancing and striking with melee weapons, when the engagement starts within range of the melee weapons, that would indicate a pretty serious system problem. However, as many posts upthread have pointed out, RAW provides a number of ways for the melee attacker to overcome that basic tactic.
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09-18-2020, 10:07 PM | #37 | |
Join Date: Aug 2004
Location: Tokyo, Japan
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Re: Issues with Retreating Dodge
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1a) If you choose to Retreat, your Move and Step on your next turn is reduced by 1. This would avoid the need for players to "hoard" move. And since Retreat is a forced move caused by responding to enemy aggression, It makes sense for it to negatively affect your proceeding tactical movement. Last edited by finn; 09-18-2020 at 10:16 PM. |
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09-18-2020, 10:43 PM | #38 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Issues with Retreating Dodge
This isn't game imbalance, this is game failure of simulation. If you try to actually do that on the battlefield, what happens is that you either trip or get overrun, because in reality someone moving forward moves faster than someone moving backwards.
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09-18-2020, 10:50 PM | #39 |
Join Date: Aug 2019
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Re: Issues with Retreating Dodge
That's how it works in GURPS already, there's no failure of simulation in GURPS in this case. If you checked out the thread there's a dozen ways for an archer to be chased down. Not using these ways is a tactical failure.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
09-19-2020, 12:04 AM | #40 | |
Join Date: Nov 2015
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Re: Issues with Retreating Dodge
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However, in each example the melee pursuer is PENALIZED in order to gain enough movement to "keep up" (All-Out Attack, Committed Attack, Move and Attack), while the retreater suffers no penalties while outpacing the pursuer. This does not seem realistic. 'Catching' the archer is not the issue here. Being able to do so REALISTICALLY (at least on equal footing) is. Ranged weapons being superior is ALSO not the issue. The same problem would occur with another swordsman, a Concentrating mage, or even someone just rummaging through their pack (Ready Maneuver). Retreating inherently gives a double step and therefore advantage in tactical combat to the retreater at NO penalty, forcing the penalty on the pursuer to "keep up." This is where I and others see the failure of simulation in GURPS and look for a correction. |
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