Single usage versions of skills?
I'm wondering about reduced point cost versions of skills that only allow a few things a character can do with them. I had two in mind; first is Electrician for the sole purpose of the types of things a thief would be interested in, such as cutting power and the like. There's no way you could possibly build or repair something, and in all likelihood you don't even know what tools to use.
Personally, I'm thinking this might end up being wrapped up under something along the lines of Solder skill (from GURPS:WWII), that has far less equipment usage but much more in the way of tactics (in fact it's mostly tactics, but mainly not for combat use). IQ/Average sounds a little cheep, IQ/Hard seems a little expensive. Considering Tactics (Police) is IQ/Hard, it would probably have to be that. On the other hand, it might just be Tactics (Thief). The second is Judo that only is usable for escaping from a grapple, and nothing else (it's Karate instead for everything else, a very no-grappling style that encourages immediately trying to break away). Basically, it's a way to improve that roll from a plain quick contest of ST, and just about everybody who knows the style is going to be at a disadvantage ST-wise. EDIT: What skills/techniques exactly can you improve to help with trying to break free from a grapple? Anything? I'm thinking perhaps treating the second one as a technique for point cost, but using attributes rather then a skill, and can be bought up past attribute level. |
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Err, just read the grappling section again in Campaigns, and it doesn't actually say anything about being able to use Judo, or any other skill, instead of ST.
So the bigger question is, can any skill help with trying to break free from a grapple? That's pretty much the only grappling thing I'm interested in here, and if you're ST 10, even Flexible isn't enough to deal with somebody who is ST 14 grabbing with two hands. What exactly can you do to improve your odds (other then more ST) |
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Technical Grappling introduces Break Free as a technique that can be improved (with a Technique Mastery perk). It also works somewhat differently than breaking free in Basic, and would be prime suspect for Skill Adaptation.
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I believe you have just inspired a blog post. |
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Slippery see p. B85 Every two levels of Slippery add one point of Control Resistance (see p. 27), in addition to the effects in the Basic Set. This affects both you and your opponent, as if you were sweaty or oiled (see Sweat, Clothing, and Armor, pp. 7-8). When attacking to break free or attempting to use the Escape skill, every two levels give +1 to CP rolled. See Claws (p. 27) and Teeth (below) for interaction with those traits. Special Enhancement Affects Others Only: The Control Resistance imparted by this trait does not affect your own grappling, only that of your foe! +100%. |
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Personally, I would think that a ST 10, Karate 18, Acrobatics 18+, Flexible guy would be at a slight advantage vs. a ST 14-5, Brawling 12-13 guy or perhaps even with Wrestling 10-11 guy. Now against equal skill - no way at all. But I would think he could create enough leverage to wrench free, even if he has to put his whole body weight into it - with Flexible, ST 14 guy will have something break/hurt before ST 10 guy.
Two questions - what happens with a successful sweep if you're grappled? Any way to end up standing while he's on the ground, not being grappled? Also, do you know if he's going for a grapple before you roll your active defenses, so you can use your retreat/acrobatic dodge/extra effort on that one? |
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Unless you have a very small frame to begin with. That said, mass plays a HUGE role in the outcome of fights, and grappling tends to magnify the importance of size and strength. In the early days of UFC, Royce Gracie used his superior grappling skill to defeat much bigger and stronger strikers, and there have been plenty of times when a smaller, more skilled striker beat bigger stronger strikers (Daniel Mendoza, for example), but I've never seen a smaller skilled striker who can defeat bigger stronger grapplers. |
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However, keep in mind that a successful Judo Parry or Leg Grapple can initiate a grapple without attacking to grab (or a Grabbing Parry from Technical Grappling). |
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On a related note, has anyone considered allowing Escape skill to escape a grapple?
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A Judo Throw only retains a grapple if you start with one, as well. Can you hit up evidence (there well may be some) that a Judo Parry obtains a grapple? |
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Impossible Positions If you perform any action that changes your or your opponent’s posture or position such that a grapple is no longer physically possible – due to reach, facing, relative facing, or orientation – then you and your foe must release your grip(s); see p. 24. |
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My theory (supported by my martial arts training) is that a large part of training in striking is learning how to hit with the whole body, not just the arm. This is most important for unarmed striking, and least important for fencing weapons (it doesn't take much force to push a sharp point through unarmored flesh.) My house rule is this: Quote:
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If you throw a foe and want to retain a grapple but be standing there're probably courting impossible positions. It's a GM discretionary tool to help adjudicate WTF moments. |
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If you're using TG, then that generic -4 to DX is no more, so mix and match doesn't make sense. It sounds to me, though I could be wrong, that you don't have TG. In which case I really can't discuss details with you - not out of any profit seeking, but it's pointless to do so unless you have context, and without the book,you don't. A sweep isn't necessarily targeted at the legs, by the way. A canonical move in the book that qualifies is the very aikido-like clothesline (irminage, I believe) and that is the farthest thing from a leg grapple you can imagine. |
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No, I don''t have TG.
Really, Wrestling 13, maybe 14, is the best grappling skill the character's going to come up against - it's TL 7, pre-martial arts craze, mostly in the US and Europe. With Dodge 12, and acrobatic dodges and extra effort available, often the skill being used against the character doesn't matter all that much. Judo is pretty much not going to be encountered except perhaps during a junket to southeast Asia, although Boxing and Wrestling will be somewhat common. The thing is, there aren't really large numbers of people who actually have comparable levels of any melee skill at TL 7. Which generally makes TL 7 an easier environment for unarmed fighters relying on dodge then say TL 3 - the most dangerous things are armor you'll hurt yourself on, and anybody with enough skill to make a decent deceptive attack - neither are that common at high TL's. Firearms aren't that big of a deal, for characters relying on dodge, since dodging them is no harder then dodging anything else. Except automatic weapons. And shotguns. Really, one person with high skill is more dangerous then a couple people with Brawling 12. What I'm looking for is a rules-simple way to make breaking free from a bigger, stronger guy (but likely worse-trained by a large margin) somewhat more likely, particularly if it's in a one-turn and get your defenses back so you don't get clobbered by his buddies way. Really though, with around 8 HP you're going down in one good hit anyway, and grappling is probably the least likely thing to fail dodge against. Most of the time he'll end up grappled is in the pre-rolling dice stage, generally due to a specific (GM created) situation - he already had a hold on you before it turned into a fight. Of course, the other guy might get a -2 or more for surprise, particularly if he wasn't expecting a fight. If it's just an arm around you, with a 2.00 basic speed advantage at least, if you start it he might not even realize to hold on before you're free, so I would assume breaking free would be at a big bonus, perhaps -4 or more. Is there anything that would particularly apply to a "get your arm off of me right now" into a 2 turn fight in TG? (break free-dodge-one good hit and he gets the message) |
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one-arm grapples suck in TG.
If you're looking for a bit more fine-grain in your fights and options, well . . . I'm the author. I'm biased. Ask others. Ghostdancer and Kallatari and Peter have all used TG in games. |
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I'm guessing TG doesn't spend a lot of word count on the uses of Compartmentalized Mind in grappling fights. |
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