Judo is a striking skill
B203, Judo Entry
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Bonuses: - Combined skill level/point spending. No need to buy Brawling/Boxing/Karate if you dont expect much use out of them. - In some situations, easier to acquire perks if Judo is the only style skill. Downsides: - No striking techniques or perks out of the box. - No damage bonus - Attacks at Reach 1 cannot be used with Judo, so kick is reduced to C range only. Am I going nuts? |
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More likely it's a bug. Fairly certain Judo isn't intended as a striking skill.
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Another downside: couldn't use them with All-Out Attack (Long) since the +1 to reach would make it not close combat.
I vaguely recall reading errata somewhere (possibly by Kromm?) which narrowed that but I can't remember where. |
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What Judo does allow is that in Close Combat, if your Judo skill is greater than your DX, then, in that limited circumstance, you benefit by being more likely to connect with a punch, kick or bite or with a sap or stun gun. It may err on the side of generosity, it could have read you may substitute Judo -1 or Judo-2 for DX. It reflects an argument that having to operate in close vicinity to your opponent in order to throw him, which is a principal use of Judo, you should be able to spot and make more effective use of any opportunities to kick, punch or bite at close quarters than your DX would otherwise suggest. Which still doesn't make Judo a striking skill, it just gives you a better default use of strikes under those limited circumstances. |
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If we're really going to take that approach, then I would at least limit it with the "you don't count as being in close combat unless you began your turn in close combat" aspect for attackers.
This is from errata for B392's "Defence in Close Combat" (can't block, only reach-C weapons can parry) at http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.3.6 which modified the BasicRAW to be way less brutal by adding this: On a turn when someone enters close combat and tries to attack or grapple you, you can defend normally as if you were not in Close CombatMA117 (Long Weapons in Close Combat) seems to imply something along those lines except it's even better (also counts if attacker began turn but you have room to retreat): This doesn’t affect parries made as your foe enters close combat.The penalty for parrying only seems to apply if the foe BEGAN his turn in close combat (not if he entered it on the very turn he launched the attack). So perhaps in the same way (attackers don't benefit from penalizing their target's parry if they just approached) a Judoka doesn't get to use his higher-than-DX skill if he just entered close combat that very turn? This would at least stop Judoka from doing amazing running punches. |
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When you test DX, even to punch, you do not roll at default, you make a DX roll with specific outcome. Hence the whole basis of the argument. Just to clear things up. Remember, Brawling, Boxing and Karate HAVE NO DEFAULTS, so you physically cannot 'punch at default' in GURPS. What you describe in the end of your post is essentially true. You have higher chance to connect a strike if your Judo is higher than DX. I simply call it a "striking skill" because you can use your SL to strike with unarmed and fist-load weapons. Quote:
Hence, Judo Step Into Close Combat And Punch is 100% valid. |
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While training in jujutsu/judo is likely to involve some training with strikes, this is more likely GURPS Brawling or Karate (GURPS Martial Arts suggests Karate for Jujutsu), and indeed many schools make an explicit distinction between the grappling and striking styles (where I practiced, we typically only practiced one of Judo or Taekwondo each day, and indeed our teacher wore a different outfit and belt depending on which we were learning that day; some hybridization was in play on days where we emphasized self-defense training, however). The GURPS Judo skill shouldn't include the ability to make strikes, any more than Wrestling does (where most historical non-Sport styles with Wrestling also incorporate a striking skill, or tend to learned alongside a striking style). While the GURPS rules legally lend themselves to the interpretation that Judo can be used for strikes in close combat, I agree with others that this is an error/oversight rather than something intentional. The fact Martial Arts makes no mention of Judo skill being used for strikes (indeed, under the description it mentions "It’s part of any style that incorporates a systematic body of grabs, grapples, sweeps, and throws, regardless of the style’s provenance" when explaining its inclusion in styles unrelated to historical jujutsu/judo) strongly indicates it is never meant to be used for striking. Indeed, the only striking-like Technique that uses Judo is Eye Gouge, and that also can use Wrestling (and makes sense as a grappling option).
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I suspect we are not dealing with "how does judo work" but "what do the rules say". I don't think this was ever Kromm's intent.
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If punching, kicking, etc. was meant to default to Judo, the techniques would have the default listed in Basic and Martial Arts. Since Judo is not a valid default for those techniques, they do not default to Judo. In addition, the description in Basic says that Judo is an advanced study of throws and grapples and that Judo replaces only DX rolls (there is nothing about Technique rolls) in close combat. Of course, you could have a perk that gives Judo strikes, but they would be similar to Acrobatic Kicks, and they would not give any damage bonus.
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One argument AGAINST the belief that it is a bug is that there's no DX rolls in close combat other than to draw a weapon or stow the shield away (that I could find). Veryon, you're falling into the most classic GURPS pitfall and blunder - "I have IRL experience with something that means I can judge how it works in GURPS". Quote:
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Another argument for it not being a bug is that Judo already has non-grappling uses. Namely, you can roll Judo to breakfall to survive a fall or a car crash - just like Acrobatics. |
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Allowing judo guys to potentially have higher skill attacking doesn't favor defenders, so "delay until they begin the turn close to give them that benefit" somewhat resembles the delay in applying defensive limitations. |
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Part of this is the era. Back in the 1980s the general public in the US might have heard of judo and karate, but any other martial art was something only people very interested in the subject would have even heard of. |
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From the uFAQ:
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The penalty is there because they are in close combat, not because of any sort of desire to help the defender. Reach above C gives -4 in close combat. That's why Attacker has it, because he is in close combat. If he wasnt in close combat, he wouldn't get the penalty. Hence, if he gets the close combat penalty - he's in close combat. If stepping and attacking puts you in close combat, you can Judo Punch since it's a punch in close combat. Even better, using your wrong interpretation, you wouldnt be able to attack with boxing punch or knife because they're reach C - attacks that happen in Close Combat, they cannot happen outside of Close Combat without special options. In any situation that you can make a C-range Knife attack or Boxing punch, you can make Judo Punch. You're simply reading it wrong. Even worse, you're assuming because Judo SL is higher than DX, it should be penalized somehow, as if Judo isnt a hard skill that you spend a lot of points on to get DX+1 or DX+2. That is wishful thinking to make the defender's life even easier and has no RAW reason to unfold, or balancing need for that. |
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Kromm recommends striking and grappling skills separately here so even if you could make a good case about striking with Judo skill, I'd say the spirit of the rule says otherwise.
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Pretty much everything I have just mentioned you've already brushed off when other people mentioned it. If you don't want to listen to other people and let your players use Judo to strike then, fine, nobody's going to Judo punch your door down to stop you. But if you want others to agree with you, despite the RAW being contrary to that position, it's not likely to happen. And if you want to be argumentative just to be argumentative then please, just, please don't. |
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I'll also note that using personal experience of how something seems to work is probably more useful than using a strictly legalistic reading of the rules, particularly if all the other evidence makes the interpretation that aligns with personal experience seem more likely to be the intent than the strictly legalistic reading. Quote:
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I'm surprised this thread is still going on.
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Now, to me, the uFAQ doesn't actually go against Judo replacing DX strikes because the general statement only leans against it, and the 'in particular' that elucidates further actually talks about cases where specific other skills are mentioned. Here there are no other skills mentioned, so I think we revert back to the initial state: Judo can sub for any DX roll in close combat except drawing weapons or drop a shield (or based on the uFAQ, where other specific skills are mentioned as subbing for DX).
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I've already mentioned early in the talk that I am calling it a striking skill because you can use it's SL to deliver strikes. These strikes are still DX-strikes, they just use SL of Judo as somebody mentioned before in the thread. It's a non-standard option that is not universally useful, that's why you don't see it being mentioned in templates and Kromm posts which aren't always aimed at hyper-optimization. Half of the thread consists not of actual debunking of the original statement, but emotional statements of "It cant be right!" and "Well, it's not mentioned anywhere else, it cant be right!". By mere fact that this is the first time it's brought up on these forums, it means this topic is obscure - thus of course it'd have no mention in Kromm posts, something I am trying to solicit. Now, if all you can provide to this discussion is "You dont wanna have a fair discussion", please reconsider your position or don't discuss it. |
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Hence appeal to assumed authority. You imagine that this is what Kromm would say on the topic. Which is utterly useless. Either we're talking about the rule, or we're waiting for Kromm to reply. We can't sit here and make imaginary Kromm rulings. |
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Direct quote of Kromm: "The line is drawn when strikes (punches, kicks, shoves, slams, etc.) or equipment (readying, dropping, or using) get involved." |
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It looks like both Fix and Ryan are missing my post.
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How do we reconcile the two? |
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That's not a DX roll, it's a skill roll with a default from DX.
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Brawling, Karate, Boxing etc explicitly have no DX default. Please find us the skill that defaults to DX to punch and DX-2 to kick. |
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It's a skill-less default. The same as saying "solving this puzzle requires an IQ roll" or "resisting this gas is a HT-4 roll".
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It's an artifact from the 3rd edition. The Close Combat section in 3e (p.111-112) had a more enumerated list of stuff you could do than the 4e version (p.B391-392). It contained a bunch of stuff that got moved earlier in the 4e Combat chapter - particularly to the Unarmed and Grappling headers, which were not in the Basic Combat chapter in 3e at all. The intent was Judo replaces DX for DX rolls [in the Close Combat subheading]. Unfortunately it appears that the only DX rolls from that section left in the 4e Close Combat subheading are the two it specifically exempts - readying a weapon and dropping a shield. Of course the entire reason those are explicitly called out in the Judo description is they [are] in that section in 3e, while all the other things Judo undoubtably does not substitute for DX rolls for, say not falling into a pit (which is after all only an issue at "Close Combat" ranges, you don't often fall into a pit in a different hex) didn't need to be mentioned, because they weren't in that section. I suppose you could still take the literal interpretation and limit it to only those DX rolls in the 4e Close Combat section and not exempted, which is none, and rule Judo never substitutes for DX... |
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What is more likely - that Kromm intended Judo to be a striking skill or that this is, at best, an errata?
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Since Brawling covers stuff not actually available at DX defaults - particularly that damage bonus - which is actually true of *all* defaults, but so many people refuse to understand that, I suppose it was felt that explicitly wording it as a default would hurt more than it would help, especially in these post Martial Arts 1e days when Brawling picked up more stuff that would need to be exempted from the default and people would argue about when it was. That historical issue also hits this Judo = DX issue too, remember when that rule was written Judo was the only grappling skill in GURPS, and grappling has those DX defaults too - this substitution is actually a version of the same thing, saying you can use Judo anywhere the grappling rules that call for DX. Later written rules will usually call for "DX or grappling skill" in places the oldest rules would call for DX and slightly later rules might possibly have used "DX or Judo" but mostly didn't, depending on this substitution written into the Judo skill. |
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MrFix re your initial list, one omission I just noticed is Pummeling, which MA101 lets you roll against DX-1 to hit with weapons.
This explicitly says "reach is always C" though (not sure if being SM+10 would override that or not) which would make the omission of "Judo-1" from that list even more innocuous, were it actually intended. Quote:
Without that errata, reach 1 weapons could not parry attacks if the attacker stepped into close combat. Now they can, as long as that step happened in the same turn as the attack. The errata was no surprise, as there was already something of this idea with Runaround Attack rules, where you count as attacking from the side instead of the back, so long as you didn't begin your turn in the back. It's the same principle: favor the defender as if circumstances were as they were at the start of the turn before the attacker did anything. Quote:
I think this would probably still apply even with Martial Arts giving us rules which allow long weapons to parry in close combat: those would only apply on subsequent turns after the attacker stepped in. Allowing a defender to avoid a -2 penalty to parry is kind of similar to giving the attacker a -4 to skill if he wouldn't spent that skill on a deceptive attack. So I'm thinking penalize the attacker in another way: make the judoka wait until he's actually started his turn in close combat before allowing this "punch with judo" idea. Quote:
It would be a stronger limit for punches if we made the AOA (Long) effect more accessible. Aside from burning valuable FP on Extra Effort. Technical grappling had Committed Attack (Long) which imposed a damage (well, control point, but damage is easily subbed) penalty (similar to Defensive Attack) instead of completely crippling defence. I'd just make it a -4 to skill technique to do a +1 reach lunge. Quote:
Was this maybe part of some idea of untrained people getting to use brawling at default? Non-defaults skills getting defaults is an idea promoted with "Wizardly Dabbler" so I'm fine with it. Quote:
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Page 243 of 3e's Basic Set: You can use your Wrestling skill to replace DX in Close Combat, just as for Judo.Which I figure refers back to page 51: You may also use your Judo skill, instead of your DX, in any DX roll made in Close Combat except to draw a weapon or drop a shield.Page 35 of 3e's Martial Arts: You can substitute Sumo Wrestling for DX in these contests, and for any other use of DX in unarmed Close Combat.That doesn't call out Judo specifically like Wrestling did in the 3e basic set, but I think "unarmed" would clearly also rule out not only weapon-drawing and shield-dropping, but Pummeling too. Not punches though =/ Looks like Wrestling and Sumo Wrestling got nerfed in 4e since B228's and B223's description of them did not retain that note from 3e's B243/MA35... Or maybe these Wrestling/Sum notes removed to avoid this confusion regarding punching, and they intended but forgot to remove it for Judo? |
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It appears in Basic Set's weapon tables that I quoted in my first post. |
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I remember SOMEONE proposing just ignore DX defaults and let Brawling default to DX, but I can't remember who it was. Quote:
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To the OP: I suspect that you genuinely believe that Judo should be a striking skill, or, that you are having difficulty reconciling a few concepts within the rules, notwithstanding Eric and Curmudgeon pretty much being dead-on correct in their explanations. So I'll try to help in a more detailed way (had to cut this down as I went over 10,000 characters by about 300, but it still works).
Let's first start with the concept that when lawyers (like me) and judges interpret statutes or regulations, they generally follow what is known as "Canons of Statutory Construction" (Construction here being another word for Interpretation). I will not recite them all at length, but there are a number that would apply here, such as: (1) in pari materia, Latin for “upon the same matter or subject” (when a statute [or rule] is ambiguous, its meaning may be determined in light of other statutes [or rules] on the same subject matter; and (2) expressio unius est exclusio alterius, Latin for “the express mention of one thing excludes all others” (items not on the list are impliedly assumed not to be covered by the statute [rule] or a contract term, although sometimes a list in a statute is illustrative, not exclusionary, typically when preceded by a word such as “includes” or “such as”). I think what is missing from your original post, which is of critical importance, is the very first line of the Judo skill: “This skill represents any advanced training at unarmed throws and grapples – not just the eponymous Japanese martial art.” B203. Compare that to Boxing (This is the skill of trained punching. Roll against Boxing to hit with a punch. Boxing does not improve kicking ability – use Brawling (p. 182) or Karate (p. 203) for that,” B181), Brawling (This is the skill of ‘unscientific’ unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Brawling can also replace DX when you attack with teeth, claws, horns, or other “natural weapons,” B181), and Karate (“This skill represents any advanced training at unarmed striking, not just the Okinawan martial art of karate,” B203). Frankly, your answer is right there: Boxing specifically states that it is used for punching (but not kicking, which requires Brawling or Karate--note that it does not say Judo, Wrestling, or Sumo Wrestling), Brawling specifically allows you to hit with a punch or kick, or other “natural weapons,” and Karate is described as “advanced training at unarmed striking.” Judo mentions nothing about striking. Instead, what Judo indicates is what you can do with it: (1) unarmed throws and grapples, which is in the first sentence; (2) parry two different attacks per turn, one with each hand; (3) throw your attacker after a Judo parry; (4) substitute that skill for your DX for any DX roll made in close combat, excepting two specific situations. The skill notes that when you grapple someone with Judo, you can throw them on your next turn if the foe fails to break free. Now, that’s not quite everything. Reading it in context, one must also examine what Boxing, Brawling, and Karate do for striking: Boxing, Brawling,, and Karate improve your damage with strikes (punches only for Boxing; punches and kicks for Brawling and Karate) as you gain greater skill; notably, Judo does not. So, let’s apply a few rules of statutory construction here: First, if we apply the in pari materia canon of statutory construction, we realize that reading those four skills in conjunction means that there are three skills defined as assisting with striking, because they explicitly state that they pertain to punching or kicking, and give damage bonuses if one is more skilled. Judo is not one of them. That, if not dispositive, is at least suggestive that the correct way to interpret the Judo skill is to say that it does not assist with striking such as punching or kicking. Second, if we look at the first sentence of the Judo skill, which states that “advanced training at unarmed throws and grapples,” using the expressio unius est exclusio alterius canon, we realize that the list (which does not use terms like “such as,” or “including”) is exclusionary, and only contains two items: grappling and throwing. That is yet another reason why Judo is not a striking skill. There are other reasons that might apply as well, but those (briefly) are the two that are probably the most appropriate. As Eric mentioned, many DF and DFRPG templates require picking one unarmed striking skill (Boxing or Brawling) and one unarmed grappling skill (Sumo Wrestling or Wrestling). For Martial Artists, they always have Judo and Karate--never just one. As an aside, I’d like to briefly mention the whole absurdity of the conventions “RAW” and “RAI,” because to lawyers, those distinctions really make no sense. Rules are always interpreted. Sometimes the plain meaning is the easiest and clearest interpretation, and that’s fine. But the concept of “rules as written,” which suggests reading them literally, without trying to interpret the meaning, is, to lawyers, nonsensical. As many judges have written in many opinions, “the surest way to misread a statute [rule] is to read it literally,” which ties into the statutory construction of “avoiding absurdity” (the law should not be interpreted in a fashion that leads to absurd results). Anyhow, with regard to the sentence about how one can substitute Judo rolls for DX rolls for actions you are taking in close combat, it seems to me that Curmudgeon’s interpretation is exactly correct. Quote:
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In particular, the very last part is perhaps the most important: “Which still doesn't make Judo a striking skill, it just gives you a better default use of strikes under those limited circumstances.” In other words, knowing Judo (a grapplying skill) gives you an advantage when you’re in close combat as compared to someone who has no training any striking skills. But it’s no substitute for Boxing, Brawling, or Karate. That's why I think Eric, Curmudgeon and I believe this to be splitting hairs. Maybe that is more helpful, maybe it isn’t. If not, I’m not sure what to tell you. To me--someone who has spent every working day for the last 21+ years interpreting statutes, rules, and regulations, and who can’t afford to be wrong when advising clients--this is pretty clear. And if this were a rule that I had to interpret for a client, with no written opinions from judges specifically addressing it, I'm advising them that Judo is not a striking skill in GURPS. |
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And I would note that there is no particular reason why GURPS rules should be interpreted according legal canons. |
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I find this response peculiar, because: 1. The plain meaning of the terms "grapples" and "throws" do not include strikes such as punches or kicks. There's no "esoteric interpretation" there. 2. I fail to see a distinction in interpreting statutes, rules, contracts, or GURPS rules. In the end, it's all about logical interpretation of what someone has written. 3. Since Kromm's answer in the uFAQ seems to agree...I'm not clear on what the issue is here. How is Kromm's answer different from Curmudgeon's (or mine)? Or, more importantly, how does your answer differ from Curmudgeon's (or mine)? Seems to me that we all agree that in close combat, Judo can substitute for DX. That still doesn't make it a "striking skill," which was the OP's premise. |
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I thought you were concluding that Judo cannot substitute for DX for strikes in close combat. Still, I don't think the OP's main point is about the nomenclature of whether Judo is a "striking skill" (a phrase which nothing turns on, btw). I think he was remarking on being surprised to find Judo can be used for strikes and he expressed that surprise in an off-the-cuff phrase. |
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In this post, he does NOT mention DX for striking, just Brawling/Boxing/Karate. That's why when I wrote what I wrote, I quoted the post that said so. |
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The 4th does not for example isolate the example of "DX rolls to keep your footing" even though Kromm later verified it includes that. So it doesn't actually need to call out striking to include it: the wording itself shows that it needs to be excluded via inclusion on the "except to" list. Quote:
I think you're oversimplifying the combat skills. Sumo for example, can be used to strike with a Shove or Slam, and both it and Judo can also do the "Sweeping Kick" (B232). MA68 also gifted the "Drop Kick" to both Wrestilng and Sumo Wrestling. Quote:
1) parrying 2) sweeping kick 3) maintain balance 4) evading (B368, affirmed MA71) 5) breakfall (MA68) 6) trip (MA81) Quote:
Meaning that there is no absurdity in making the distinction: I often write something intending one meaning and come back and look at it later and realize it came out either ambiguous (could mean at least 2 things) or even in a way that can't logically be interpreted to mean what I had in mind. Quote:
I've given examples of the 2 other "mostly grappling" skills (wrestling and sumo) also having strikes in their repertoire, plus Judo (sweeping kick IS a strike, it's just a non-damaging one, like a shove) If you're responding just to the title then I agree: even if we allow "roll vs DX to punch in close combat" that would not characterize judo as mostly-striking (like brawl/karate/box) it's still mostly-grappling like wrestling/sumo. I think however that's probably fixating too much on the title: I think all MrFix intended with his choice of title is to say "you can roll vs Judo to make a strike" (thus "Conclusion: Judo can make strikes with hands, legs, fist loads and strikers as they're used by DX.") This is sort of like me saying "if I take the Clinch perk it turns Boxing/Brawling/Karate into a grappling skill!". Doing so DOES allow me to roll against the skill I take the perk for to make a grapple (head/neck/torso only!) so I might intend that, but I would not intend "grappling skill" to mean "a skill primarily useful for and characterized by grappling" since BBK would still be a mostly-striking skill. Quote:
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You and Curmudgeon seem to be agreeing with the idea? Quote:
I don't think OP means to say the Judo should (even allowing "punch at judo" and so on) be characterized as "more striking than grappling". I think his title choice is just representing "you can use judo to make strikes". I propose we already know the answer to this: yes it can, because a Sweeping Kick is a (non-damaging, like a Shove) strike, therefore even if you reject the idea of "roll Judo to punch", there is already an estabilshed Basic Set strike (Sweeping Kick) which Judo (and Sumo) can make. Quote:
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By the rules in Basic Set, one is absolutely justified in deciding that "DX rolls in close combat" includes punching and kicking in CC. There isn't anything explicitly preventing it, and there isn't enough discussion of Judo's use in unarmed combat to rule it out simply based on it never being mentioned explicitly as an option. However, GURPS Martial Arts is full of discussion of combat, with an emphasis on unarmed combat and with no small amount of discussion of how the Judo skill works. The complete and utter lack of mention of using Judo to punch or kick (or bite, headbutt, etc) strongly implies it's not meant to be usable for such. Indeed, one would think there would be a mention of Judo (Sport) not teaching the strikes Judo does (seeing as strikes beyond sweeps - which I don't count as "strikes" in GURPS terms - are disallowed in competition). The nail in the coffin, of course, is Kromm explicitly stating the DX substitution doesn't apply to strikes. That said, if anyone feels the Judo skill should include strikes, it's certainly acceptable for them to have it do so in their games. Any argument for this option, however, doesn't have a leg to stand on if it's relying on the rules, as Kromm has clarified those. You'll need to come up with another reason, such as historical jujutsu and similar training incorporating strikes (as I stated in an earlier post, the normal GURPS approach to this is including a striking skill in the style). Despite jokes to the contrary, Kromm's rulings aren't divinely-inspired and perfect, and thus not necessarily the best options for a given group of players. |
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Like for example, when using Judo instead of DX to keep your balance after a shove, that wouldn't necessarily mean Judoka practice getting shoved from all directions to gain that ability, I see it as just a general proficiency that they have. Or for example, using the Parry ability against kicks or a specific weaopn: that doesn't necessarily mean that Judoka actually practice parrying kicks, just that they practice parrying and that gives a general flexibility of parrying that is adaptable to many scenarios. Or like, knowing Boxing allows you to target the foot or the groin, but that doesn't mean a boxer actually practices hitting the foot or the groin, but his accuracy in targeting torsos/faces can be adapted there. So in that sense I could see how, even if a judoka didn't practice throwing punches/elbows/knees/kicks (in the sense that 'punch' can be an elbow using arm or 'kick' can be a kick using arm, instead of hand/foot) perhaps their general bodily awareness could allow them to put their limbs where they want their limbs to go? Quote:
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However... if Judo WERE to be listed, but only worked in close-combat, what would we expect it to look like? For example B231/MA75 for Kicking: "Defaults: Brawling-2 or Karate-2." If the author wanted to list a default for judo, but ONLY in respect to close combat (ie won't work at reach 1) would it look like this? "Defaults: Brawling-2 or Karate-2; or Judo-2 in Close Combat only" - - - This is not a complete picture though, because the Judo text was never interpreted to "it defaults to Judo and I can buy it up as a technique". Judo subbing for DX is not defaulting for Judo, so we would not actually expect to see Judo listed like this. Notably: DX itself is also missing from B231/MA75. If you were ONLY reading those 2 writeups for kicking, you would be unaware that you could kick at DX-2 if you lacked an unarmed combat skill. This is why I think the key here is actually the Melee Weapon Table on B271. It includes THREE categories which actually aren't given names (like Axe/Mace preceding them, or Broadsword following them). I'd call them the "Brawler categories" because that's the first word in the trio's respective headings and responsible for it's alphabetical placement. Er... well except in the first case Boxing preceding Brawling... But anyway what's common to them is all 3 cover punches/kicks/bites which can be done with Brawling or with DX, with options to use Boxing/Karate for punches or Karate for kicks. - - - Probably the weirdest thing is the 3rd table, since I'm wrong in saying it's just bites... The "Brawling or DX" table also includes 2 weapon-ish-things-which-maybe-don't-count-as-weapns-I'm-not-sure which are "Blackjack or Sap" and "Stun Gun". Stunguns/Blackjacks can strike at DX, making them weirdly accurate to other weapons used by untrained people. The most generous defaults which can otherwise be enjoyed are DX-4 for Garrotte/Knife/Shield. Even a should-be-simple-to-weirld "Light Club" defaulted to DX-5. This was ultimately fixed of course by GURPS Martial Arts introduction of DX-1 default "Pummeling" which could be used by NEARLY everything. Instead of a thrust+1 crush at -4 to hit, a person could use a light club at "thrust crushing" (like brass knucks) which made them better than the thrust-1 for a punch (tied with barefoot kick damage) but still inferior to the +1 thrusting damage (plus "swing" options) you got if using the "Broadsword" skill to wield a Light Club. There are exceptions. "the butt of a reach C or 1 melee weapon" is the criteria for non-sword weapons (apparently you can hit with the handle of ANY sword) so in theory reach 2+ weapons are still out of luck. I can't find any other besides those 2 in basic set, all the other weapons seem to have "reach 1" options which would allow pummeling. - - - "Reversed Grip" (MA111 also) seems like it might be a solve to allow Pummeling with a reach 2,3 Long Speer though. Not 100% sure though. Reverse Grip is allowed with C/1/2 weapons but I'm not sure if you consider a Long Spear reach 2 (allowed) or reach 3 (disallowed) for this purpose. MA112 mentions "butt strikes" if "effective reach is 1" (meaning it began as reach 2, effective 1 after -1 to reach effect of Reversed Grip) strike with full weapon skill instead of pummeling (DX-1 or brawling/karate) and non-crushing weapons do their normal thrust damage MINUS one (and also not enjoying the usual +1 reversed grip gives to thrust) as crushing instead of impaling. Does anyone know if the answer as to whether or not Reversed Grip is usable on the 2,3 Long Spear was answered? - - - Seems like there's no solve at all for the lance... which is weird because you'd think you could just smack with the middle of a lance as a blunt weapon. Like I don't get why you couldn't Reverse Grip a reach 4 weapon using similar rules as reach 2: just hold it in the midle and it counts as reach 2 in 2 directions? "Slams with Long Weapons" (MA112) seems like it might be the option if you wanted to do Crushing damage with a lance (since you can't Pummel or use Reverse Grip), since it's open to "reach2+" with no upper limit. Can anyone think of another option? B204 also mentions lances can't parry... I'm picturing someone holding a 12-foot pole and trying to block attacks with it though. How do we cover that? As awkward as it would be, I'd rather have that than nothing if someone was trying to chop me with an axe or a wolf was trying to bite me. |
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It is important to note that in the uFAQ, Kromm used quotes around the key types of situations where Judo cannot sub for DX. I did a word search in Basic set and Martial Arts and found the following instances:
"DX or Sumo Wrestling" appears under Sumo on B223, and Shove on B372. "DX, Brawling, or Sumo Wrestling" appears under Slam on B371. "DX, Brawling, Sumo Wrestling, or Wrestling" appears twice under Grab and Smash on MA118. Given that Kromm quoted specific phrases that appear under specific rules, it does not seem like he meant that to be extrapolated to other usages such as the listings in the weapons table(s). |
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"if a rule explicitly lists the allowed skills – like [X], [Y], or [Z]" The word "like" is a qualifier, it means he's using a set of examples, not creating an exhaustive list. He also did not call out those three specific rules, as you did, he chopped them off as examples. If he had meant the three specific examples you mentioned and nothing more, he would not have said "like" he'd have said "these three specific exceptions." Quote:
This does not rule out OTHER combat skills, it sets up an example list. |
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"Boxing, Brawling, Karate, or DX" completely UNlike: "DX, Brawling, Sumo Wrestling, or Wrestling" They are both explicit list of allowed skills defined by a rule. That one rule is in the form of a table and the other a written paragraph is irrelevant. |
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Kromm's quote means Judo is excluded as a sub for DX in the category of cases where a specific rule sets out specific skills for it along with DX. He defined that category with examples which my post above (#53) tracks down. Uses of Judo to sub for DX that are not within that excluded category are okay. |
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And it wouldn't make me right or wrong, but in fact, several posters appear to agree with my general position, and many others have not yet had the chance to consider the point just made about the categories of things Kromm quoted. Quote:
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A complete rewrite of the GURPS rules to include Judo along with the three striking skills every time they're mentioned. Or a rewrite of the Judo skill to say it is usable for "Grappling, throws, or striking." Or a posted Errata that does the rewrite. |
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Donny, your argument appears to hinge on the wording of how Kromm listed examples of how exceptions to the rule would work, but how do you reconcile the fact Kromm explicitly called out striking as invalid with your interpretation that striking is valid? The only rule that lends credence to the idea that Judo can be used for striking is the one he was discussing, so it makes little sense to say "Rule A doesn't apply to Action B, except where a rule says otherwise" if "Rule A" is meant to be one of the rules that says otherwise. There's no case where Rule A is in play where Rule A isn't in play, so if Rule A is meant to allow for Action B, there would be no reason to say otherwise.
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If you want to get really annoyingly pedantic, nothing says you can attack using a DX roll.
It just happens that you have innate combat skill with natural weapons equal to your DX (or DX-2 for kicks), but the phrase "DX roll" is never actually used in relation to it. I admit, it's a completely preposterous way to read the rules. On the other hand, do you think "BOXING, BRAWLING, KARATE, or DX" is somehow not "explicitly list[ing] the allowed skills" or that Judo has somehow stealthily snuck into that list without me noticing it? |
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I don't know that it matters who is "wrong" particularly. I wouldn't allow a Judo punch or kick at my table, at least not without an additional Perk, and am fairly sure neither SJ or Kromm would either, but that doesn't mean you can't if you think it makes the game more fun. |
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Apparently Vicky had the same impression at some point and asked Kromm, and Kromm indicated that Judo can't sub for DX when a rule specifies DX and specific skills other than Judo. I don't think it follows that Vicky asking about "Rule A" means that rule can't be a rule that allows it. |
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The most logical interpretation of his statement is that Judo can't allow you to make a strike (punch/kick/shove/slam/etc) unless a specific rule makes an exception (such as Judo Throw being usable as a "strike" of sorts when used in its damaging form, or if a later book were to allow some sort of strike with Judo). I don't see how you are getting such a bizarre interpretation that Kromm meant the opposite of what he said (specifically, that strikes in close combat can use Judo, when he said they can't without a specific rule saying otherwise; the clear implication, when talking about a certain rule, was that he meant a specific other rule). |
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A specific rule does say so. That's undeniable. Quote:
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Like an inconsequential difference between the above two is for some reason DX is listed last in the first and first in the last. Quote:
B368 (evade v obstruct roll) seems like one such instance. B401 "if you’re attempting to knock away a missile weapon, your opponent rolls against DX." perhaps also? Though maybe only if the one attacking your gun/bow is in close combat with you? What about P112 "Requires (Attribute) roll" ? Quote:
Nice find with the Kakute. Makes me wonder how +1 to the grappler's QC roll to prevent a foe using Break Free would translate to Technical Grappling... like if it influenced Control Points or influenced a dodge/parry vs the Break Free attack. You there Cole? B85's +1/level to Break Free for Slippery was changed to +1 CR/CP per TWO levels (I assume not adding a +DX for the attack roll?) but a 1:2 ratio wouldn't give any incentive to use a Kakute... TG28 on the other hand keeps the +3/+5 to DX for Flexibility/Double-Jointed intact for using Break Free attack rolls (a 1:1 ratio) so maybe that could be precedent for keeping the Kakute bonus as something like +1 to DX (for parrying or dodging a Break Free attempt) which MIGHT make a difference? Just to keep Kakutes cool I was thinking they should maybe subtract 1 control point (like Control Resistance 1) from the "damage" rolled by a successful "Break Free" attempt, or maybe do something like give +1 "damage" when establishing Control Points for a grapple to start with. Or perhaps both? Quote:
(Grabbing) "Make an attack using DX or a grappling skill" (Grappling) "Roll against basic DX or a grappling skill to hit." B403 "Trampling is a melee attack: roll vs. the higher of DX or Brawling" I'm thinking that since Brawling is called out (a skill) this would be one of the situations where Judo couldn't be subbed for DX for Trampling based on Kromm's wording. Quote:
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For TK "Grappling and Striking", B92's "Roll against DX or an unarmed combat skill to hit", I pretty much assume you would only roll against an appropriate unarmed combat skill, like judo/sumo/wrest if grabbing/grappling or brawl/box/karat if punching. Melee spells though... B240 "To attack, roll against DX or an unarmed combat skill to hit with a hand" seems like ANY unarmed combat skill would do, like it wouldn't matter whether it trains punches or grapples as the primary use, because they're contact spells. One aspect of that... doesn't this pretty much assume that parrying works by deflecting the ARM rather than the HAND? I don't think for example, it would make sense to allow a "Grabbing Parry" which grabs the HAND instead of the ARM, to stop a Melee Spell, because you're choosing to touch the hand, so the spell should go off! It's not really like a punch where you can just assume that this means they stopped the punch's power... Quote:
B372 "Roll against DX or Sumo Wrestling to hit" I imagine Judo doesn't apply since skills are called out in addition to DX though. |
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That doesn't mean you get to "punch" with any of those skills, you just get to do a normal attack with the skill (and weapon) and the Melee spell will activate if you make contact. If you use Brawling you can punch them normally and then activate the Melee Spell; if you use Judo you can Grapple them and then activate the Melee Spell. If you use a Quarterstaff you can swing or thrust with Staff skill and then activate the Melee Spell. Or, in any of the cases, you can choose to "Pull your punches" (p. B401) and just make light contact with hand or weapon to activate the Melee Spell. This can be useful if you're not trying to hurt the target; you can cast Paralyze Limb or Total Paralysis on them with a light hit/touch. |
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Also, in the original quote, "any DX roll made in close combat" does not mean "any DX-based skill roll". "A DX roll" isn't a super-category including everything related to DX. The term simply means the bare DX rolls that are unassociated with any skill -- though as in this case, sometimes you can substitute an actual skill in place of the raw attribute check. |
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