Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-01-2014, 11:41 AM   #41
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Martial Arts: Facing multiple opponents

Quote:
Originally Posted by Anthony View Post
Fair fights are great when the unfairness helps the other person...
*squints* I like the cut of your jib, sonny-boy.
__________________
My Twitter
My w23 Stuff
My Blog

Latest GURPS Book: Dungeon Fantasy Denizens: Thieves
Latest TFT Book: The Sunken Library

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 04-01-2014, 11:53 AM   #42
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Martial Arts: Facing multiple opponents

Quote:
Originally Posted by Ulzgoroth View Post
What would have happened if they gathered together and all threw AoA (Double) on the same turn?
He'd probably have retreated from the first attacker and wound up out of range for most of the rest.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 04-01-2014, 12:09 PM   #43
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Martial Arts: Facing multiple opponents

Quote:
Originally Posted by Anthony View Post
He'd probably have retreated from the first attacker and wound up out of range for most of the rest.
Hmm, yeah, if start out two yards away and add a 2 yard retreat people need pretty high mobility to stick with it. Long weapons help there.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 04-01-2014, 12:41 PM   #44
Adversary
 
Join Date: Apr 2010
Default Re: Martial Arts: Facing multiple opponents

Stats ~14, skill~18, with points for combat reflexes, fit, high pain threshold, etc., vs. 3-4 stats~10, skill~10 guys seems quite winnable for the pro. Any damage to the face, location -5, requires a knockdown roll. Take a signature move perk, deceptive attack karate punch/face, deceptive attack -2/-1, and you have 18-5-2+1=12- to hit the face, easily bought up to 14 or 15- with a little targeted attack. For very reasonable points (on top of your high skills) you are leaving a guy on the ground and stunned with most of your successful attacks, while their attacks on you are going to take a long time to wear you down.

And I don't think one trained fighter at this level knocking out multiple average joes is unrealistic or cinematic. In real life an average middleweight pro boxer is going to one-shot KO the average guy. It's not hard to find accounts of e.g. MMA fighters getting in bar fights and quickly leaving multiple people unconscious.
Adversary is offline   Reply With Quote
Old 04-01-2014, 01:30 PM   #45
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Martial Arts: Facing multiple opponents

Quote:
Originally Posted by Adversary View Post
Stats ~14, skill~18, with points for combat reflexes, fit, high pain threshold, etc., vs. 3-4 stats~10, skill~10 guys seems quite winnable for the pro. Any damage to the face, location -5, requires a knockdown roll. Take a signature move perk, deceptive attack karate punch/face, deceptive attack -2/-1, and you have 18-5-2+1=12- to hit the face, easily bought up to 14 or 15- with a little targeted attack. For very reasonable points (on top of your high skills) you are leaving a guy on the ground and stunned with most of your successful attacks, while their attacks on you are going to take a long time to wear you down.
A knockdown roll is only a 50% chance of stunning for HT 10. A simple face hit doesn't put a penalty on the roll.

And your target can probably retreating dodge for 11-1, so you're getting a knockdown on less than 20% of your punches.

Unless you're hitting hard enough to land Major Wounds.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 04-01-2014, 01:45 PM   #46
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Martial Arts: Facing multiple opponents

One-punching opponents, in real-life or in GURPS, is hard. There are numerous martial-arts forums frequented by reputable instructors. Self-defense and multiple-opponents situations are perennial topics there. You'll find that the overwhelming majority of bona fide teachers – as contrasted with newcomers in love with their new-found martial-arts skills – counsel fleeing from multiple attackers, not counting on "disabling" and "lethal" strikes working on adrenaline-charged street attackers, and not wasting time throwing fancy techniques. The usual advice seems to be "run away, taking whatever potshots you can at people who get too close." I'd recommend the same thing in GURPS.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 04-01-2014, 02:03 PM   #47
Adversary
 
Join Date: Apr 2010
Default Re: Martial Arts: Facing multiple opponents

Ok, 50% of successful hits instead of 'most' (successful hit presumes opponent does not defend. That's a knockdown and stun 25% of the time if the opponent retreat-dodges every time, which, if you are attacking and stepping back each time as Kromm advises, means at least one foe has to move and attack to reach you each round.

I haven't gamed this out so maybe I am being too optimistic, but seems like you'd stand a good chance of getting two of them on the ground trying to make health rolls to recover and start the long process of climbing back to their feet and getting back in the fight (which is moving away from them as you step back and retreat). Once you are only dealing with two foes you can try a more aggressive option, like trying to cripple a foot, or putting the boot to one of the downed guys while he is at major penalties. Plus, with st 14 and karate 18 you are doing 1d+1 with each hit, 1d+2 with 1 level striking strength, 1d+3 if we can bend the OP's no-weapons condition to allow for armored gloves or a roll of quarters in the palm. That's going to wear the bad guys down pretty fast.

There's a reason why people punch each other in the head in real life.
Adversary is offline   Reply With Quote
Old 04-01-2014, 02:12 PM   #48
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Martial Arts: Facing multiple opponents

Quote:
Originally Posted by Adversary View Post
Ok, 50% of successful hits instead of 'most' (successful hit presumes opponent does not defend. That's a knockdown and stun 25% of the time if the opponent retreat-dodges every time, which, if you are attacking and stepping back each time as Kromm advises, means at least one foe has to move and attack to reach you each round.
You forgot you're rolling at 12 to make the hit at all. That brings it to under 20%.
Quote:
Originally Posted by Adversary View Post
I haven't gamed this out so maybe I am being too optimistic, but seems like you'd stand a good chance of getting two of them on the ground trying to make health rolls to recover and start the long process of climbing back to their feet and getting back in the fight (which is moving away from them as you step back and retreat).
You figure you'll have no problem throwing 10 unpenalized punches while four people try to mob you?

The time it takes to knock the second one down is longer than it will likely take the first to get back up (add in time for them to catch up and you might come out a little ahead). Of course, if you're doing this and not getting hit at all, you'd eventually win by attrition, but the not getting hit at all is a bit tricky. As a secondary of course, not all opponents will spring back into action ASAP after being stunned and left behind by the fight.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 04-01-2014, 02:56 PM   #49
Keiko
Banned
 
Join Date: Jan 2013
Default Re: Martial Arts: Facing multiple opponents

Quote:
Originally Posted by Kromm View Post
One-punching opponents, in real-life or in GURPS, is hard. There are numerous martial-arts forums frequented by reputable instructors. Self-defense and multiple-opponents situations are perennial topics there. You'll find that the overwhelming majority of bona fide teachers – as contrasted with newcomers in love with their new-found martial-arts skills – counsel fleeing from multiple attackers, not counting on "disabling" and "lethal" strikes working on adrenaline-charged street attackers, and not wasting time throwing fancy techniques. The usual advice seems to be "run away, taking whatever potshots you can at people who get too close." I'd recommend the same thing in GURPS.
Good to know...

Are there any mechanical tweaks that could change this situation?
Keiko is offline   Reply With Quote
Old 04-01-2014, 03:07 PM   #50
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Martial Arts: Facing multiple opponents

The mechanical tweaks are basically "use near-cinematic or cinematic rules": Allow PCs to buy Enhanced Defenses, Enhanced Time Sense, Extra Attacks, Trained by a Master, and as much Luck as they can afford, plus unrealistically high levels of DX, Basic Speed, Basic Move, and skill. Permit players to select any combat option that costs FP or character points to invoke . . . while denying these to NPCs, who are subject to "mook rules" such as Cannon Fodder and Melee Etiquette instead.

Under those circumstances, even lone, unarmed PCs who choose to stand and fight can take on mobs.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Reply

Tags
martial arts, technical grappling


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:10 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.