06-15-2010, 01:29 PM | #41 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Character Optimization: Best and worst combat Techniques
The guideline (and it is a good one) is that you shouldn't have more than 3 techniques in a skill unless they'll be combined together regularly. Since you could certainly combine Crack and Ground Fighting, there's no need to count them as two techniques for this guideline.
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06-15-2010, 01:43 PM | #42 |
Join Date: Apr 2010
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Re: Character Optimization: Best and worst combat Techniques
Ah, I completely forgot that... I was thinking about the alternate use of feints which decrease the opponent's attack skill on the next turn. My bad. :)
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06-15-2010, 02:17 PM | #43 | |
Join Date: Aug 2005
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Re: Character Optimization: Best and worst combat Techniques
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06-15-2010, 02:44 PM | #44 | |
Join Date: Jul 2008
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Re: Character Optimization: Best and worst combat Techniques
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06-15-2010, 05:13 PM | #45 |
Join Date: Sep 2004
Location: Canada
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Re: Character Optimization: Best and worst combat Techniques
Martial Arts also introduces a kind of feint, called a Defensive Feint, which penalizes the opponents rolls to attack you, instead of penalizing his defenses to your attack.
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06-15-2010, 05:40 PM | #46 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Character Optimization: Best and worst combat Techniques
Quote:
Basically, I disallow the 'always use DX-based skill' option that makes it impossible to specifically target an opponent's weaknesses and discourages realistic concepts such as a well-rounded fighter.
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06-16-2010, 03:55 AM | #47 |
Join Date: Aug 2005
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Re: Character Optimization: Best and worst combat Techniques
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06-16-2010, 04:02 AM | #48 |
Join Date: Mar 2006
Location: Iceland*
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Re: Character Optimization: Best and worst combat Techniques
Counterattack Arm Lock, for example.
Or Targeted Attack (Stamp Kick/Face).
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06-16-2010, 04:29 AM | #49 |
Join Date: Aug 2007
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Re: Character Optimization: Best and worst combat Techniques
Without wanting to specify a specific skill:
Assume minimum 4 point investment in skill, with skill at 15. Buy Ground Fighting up to skill-0 [5] Buy Targeted Attack (Eye) up to skill-4 [5] Buy Counterattack up to skill-0 [6] And assume one other technique. At present when you combine GF, TA and CA you'll start at skill-4, which is 11. Taking 1 point out each skill to increase your base skill to 16 means that GF, TA and CA are each reduced by 1. This means combining them is now at skill-7 and you will be rolling against a score of 9, two worse than before you switched around the points. So in summary, if you have 4 maximised techniques and you want to regularly use 3 together, dropping all the techniques by 1 to increase skill will be bad for the three you want to use regularly, as they will have a net drop of 2. You could drop the 4th technique by 4 points (or by 3 and take 1 from one of the others), but if this your secondary technique you'll also have had a net drop of 1-3 for when you want to use it. Though admittedly combining three techniques is generally hard to do, two pairs of techniques is probably more likely. |
06-16-2010, 04:41 AM | #50 |
Join Date: Mar 2006
Location: Iceland*
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Re: Character Optimization: Best and worst combat Techniques
Counterattack Targeted Attack (Boxing Uppercut/Jaw), Ground Fighting Targeted Attack (Head Butt/Nose) or even Counterattack Dual-Weapon Attack Targeted Attack (Shortword Swing/Arm).
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crunch, nowing, raw, techniques |
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