Martial Arts questions through Muay Thai
Clinching often enough involves grappling an arm. Is it fair enough to extend the perk to this?
If I kick my opponent three times in a row with the same leg the trainer will usually tell them to anticipate the move. Is it fair enough to allow a bonus when your opponent relies on the same technique or targeted attack? Targeted attacks seem to be with specific limbs to specific limbs. E.g. right kick to left leg. Would it be fair to allow or require techniques to specify which limb will be used (possibly give them an extra bonus to point balance this) |
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That said, I find it fits perfectly with the "Evaluate" maneuver. If you find it rather weak, you could increase the bonus granted if the attacker is using repeated techniques, for example, instead of the normal +1 from "Evaluate", the nak muay gains +3. It really depends on how much detail you want to give to it...if it's a Martial Arts campaign I'd say sure, go for it. If it's simply a martial artist among others, I'd allow TAs to be built a bit more loosely like "Leg to Vitals" instead of "Right leg side kick to the left side vitals" or "Punch to the Head" instead of "Spinning backfist to the head's temple". |
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Signature Move and Combinations are the appropriate places for this level of specificity, IMHO.
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Push kick
I'm not strong at all but I'd say when I push kick I can push the other fighter back a step (if they aren't braced) so about a yard for gurps. That's even with the double damage a pretty decent roll, I doubt that I'd roll that often. On the other hand I 've never fallen over from a push kick or pushed anyone over. Is this just sparring not matching up to real life or GURPS? |
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lets say you have ST10* opponents (so knock-back is threshold is 8*) with skills of DX+1 So kick is going to be 1d* damage, you need 4+ to get the 1 yard knock back Make it a committed attack and it 3+ (actually if you can soak the penalty the 2nd step option for committed attack and the 1 yard knock back can be a effective technique for creating a lot of distance) Ultimately there are lots of ways to create distance so I'm never sure about push kick (baring things like opponents back to lava pit etc), but it hasn't come up much so I may be missing something. As to falling over since realistically it's likely to only ever be 1 yard and its the highest of DX or skill, yeah I agree that falling over to a push kick to the torso is pretty unlikely in controlled sparring / fight situation (i.e no slippery floors or obstacles etc) *in theory ST, damage and threshold should track with each other (but the standard Thr progression can get in the way of that). Of course "Knowing Your Own Strength" in the latest pyramid has just given unarmed fighter with ST's higher than 10 a boost. |
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Perhaps I'm all out attacking for damage (knockback) that would make it about right.
We both at most have DX 10 with lower karate so the 50% chance to fall over feels high. |
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Remember you rolling to stay upright on all kicks that miss as well |
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I've never fallen over from a missed kick ever nor have my sparring opponents (though I suppose what's a miss or potential hit for me isn't for GURPS). I've had my leg grabbed and tipped over but that's another thing. Perhaps allow a bonus to the dex roll to stand up given it isn't as stressful as a real fight? Doesn't feel right though as the sparring is pretty intense. |
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