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Twyll 05-19-2005 06:01 AM

Active defense debate o_Ô
 
I'd like to have some HO about a problem I encounter using GURPS rules with my players. Some of them are somewhat of munchkins and try to abuse the rules by creating charcters with fantastic Dodge scores (14+). In 3E there was the 13+ rule, wich disapeared in 4E (did I miss something ?), but now that you can buy Speed as a base attribute there's no limit on it. From that point I considered two options:

1- Changing munchkin players for wiser ones
2- Changing the rules

As option 2 was far easier, I find out that ruling active defense as a quick contest (like the 13+ dodge rule in 3E) solved the problem. Here's my revolutionary theory : melee defense is always related to melee skill, from parrying to dodging attacks, as melee weapon skill (but not ranged weapon skill) includes knowledge of taking advantageous position to overcome a foe's defense AND avoid her (omg!!) attacks. This means a skilled swordsman will be good at dodging attacks with a sword in hand, because is accustomed of placing himself using a sword, but not that good at dodging pummeling attacks for example. Considering that basic training emphasizes attack maneuvers i ruled that:

- Speed is used to compute movement rate and initiative
- Dodge becomes a Technique defaulting from Weapon Skill-2 or DX-2, cannot exceed prerequisite (lowers probability of dodging bullets as it can't be improved for range weapons)
- Parry becomes a Technique defaulting from Weapon Skill-2, cannot exceed prerequisite

So what ye thinkin' 'bout it ?

roguebfl 05-19-2005 06:06 AM

Re: Active defense debate o_Ô
 
High Defences Are not a Problem. Most combats Are ment to a srease of secuffly defeended attacks with the occation "good" one getting though.

And Deceptive attack (and Feint) allowing greater skill opens the ability to lower active defences.


and ther alsoe the Mook rules for speed up un importnat fights

Twyll 05-19-2005 06:10 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by roguebfl
And Deceptive attack (and Feint) allowing greater skill opens the ability to lower active defences.

Hmmm am I stoOpid. And that would enforce the use of techniques in skilled fights. Thanks for this illuminated reply ^_^

Skullcrusher 05-19-2005 06:20 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
1- Changing munchkin players for dull ones

What I don't get is this comment. You post here complaining about munchkin players but yet you say non-muchkin players are dull? So which is it?

Just tell them you are limiting the dodges to 13 and be done with it.

Peace out

Mehmet 05-19-2005 06:50 AM

Re: Active defense debate o_Ô
 
AND, there is always the grenade - or equivalent - if the stakes are that high :P

Cheers...

cccwebs 05-19-2005 07:11 AM

Re: Active defense debate o_Ô
 
Ack. This board has already beaten this horse beyond death and now some necromancer raises the skeletal remains.

Remember, a character can only Dodge an attack he/she is aware of. <---This is important.
Dodge is much less effective against an area attack.
Deceptive Attacks can work wonders in Melee.

roguebfl 05-19-2005 07:22 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by cccwebs
Remember, a character can only Dodge an attack he/she is aware of. <---This is important.

True, and a Sub poiount to that, Attacks that you are aware of But can not see the source of, are at -4.

The Über thread and it's decendins go int much detal on the topic 8)

ArchonShiva 05-19-2005 07:39 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
- Speed is used to compute movement rate and initiative
- Dodge becomes a Technique defaulting from Weapon Skill-2 or DX-2, cannot exceed prerequisite (lowers probability of dodging bullets as it can't be improved for range weapons)
- Parry becomes a Technique defaulting from Weapon Skill-2, cannot exceed prerequisite

My last rewrite of 3e had dodge a bit as an 'all-out' action : if you use it, your next round is at -4 to attacks or whatever. In 4e I might allow players to take -3 to dodge (i.e. use the 3e score) to avoid the -4.

And I'm a dodge bunny. So I was toning down something I use, not something which annoys me. The problem is basically not that dodge is high, it's that dodge is FREE.

Stephane_Theriault 05-19-2005 07:42 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
I'd like to have some HO about a problem I encounter using GURPS rules with my players. Some of them are somewhat of munchkins and try to abuse the rules by creating charcters with fantastic Dodge scores (14+). In 3E there was the 13+ rule, wich disapeared in 4E (did I miss something ?), but now that you can buy Speed as a base attribute there's no limit on it. From that point I considered two options:

1- Changing munchkin players for dull ones
2- Changing the rules

So what ye thinkin' 'bout it ?

That you are calling us non-munchkin players dull? ;) (I do play in high-powered games, but high-powered game != MUNCHKIN!).

As rogue said, Deceptive Attack and Feint are your friends. Also, Dodge 14 is not THAT easy to get: (Dodge - Encumbrance) of 8 (hard to get unless you're very strong or wearing minimal armor), Combat Reflexes, Medium Shield and Retreat. If you can't retreat, you have to have a (Dodge - Encumbrance) of 11, which is almost unheard of. Yes, you can boost your Basic Speed, but it costs 5 points per +0.25 (don't confuse this with Increased Move). And you can't retreat AT ALL against missile weapons.

Just have your opponents act intelligently and concentrate on one or two characters at a time instead of just engaging the PCs in a series of one-on-one duels.

garfield 05-19-2005 07:59 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
1- Changing munchkin players for dull ones

Quote:

Originally Posted by Ellie the Technomancer
That you are calling us non-munchkin players dull? ;) (I do play in high-powered games, but high-powered game != MUNCHKIN!).

I read Twyll first solution as "he does not have other players: either Munchkins or dull ones", not as "non-Munchkins equal dull".

Der Wanderer 05-19-2005 09:09 AM

Re: Active defense debate o_Ô
 
- Talk to your players, maybe they like beeing Munshkins and there is absolutely nothing wrong with that (At least we munshkins are not dull ;) )*, and maybe with not being able to be a Munshkin they will think your GM-style dull...
-Use some storytelling elements, when nubers stop beeing everything...
-Some people munshkinize their characters for the fun of doing this, they won't mind having less CPs to spend than their LAZY commerades and ultimately everybody will be equally powerfull...

- Just set a limit for Dodge (eg. no more than 13); probabely the much better solution, than creating a technique
- Dodge is quite expensive if you buy up basic speed as Ellie mentionend (Remember 19CP give at least +4 Skill levels and +2 for a Hard Technique!!! Do this for your favourite weapon and for Brawling or something and you are safe... +4 Basic Speed (+1 Dodge) costs 20CP)
- The rest has already been mentioned so no need to repeat it

*In my group we have heroes ranging from Superman to Peter Parker before the Spider-bite but everybody is happy with his role so no problem, and after all not every problem can be solved by force. The point is as long as all players are happy the GM should be happy too.

cmdicely 05-19-2005 09:19 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
...but now that you can buy Speed as a base attribute there's no limit on it.

Speed is not a base attribute, its a secondary characteristic with a recommended limit of +/- 2.00 from the calculated value except for nonhumans and supers. I'd be inclined to extend to nonhumans the same limit, but just not count any racial modifier against it.

Twyll 05-19-2005 09:36 AM

Re: Active defense debate o_Ô
 
Oh my... I didn't mean to hurt anyone with the words munchkin and dull, i was just trying to er... make some bad joke (i'm not angry at all with my players). Actually my sense of humour might be corrupted by the Dark Side (i have to confess i wasn't always a dull player eh eh). Sorry for the mess guys, i 'll change the text to something more correct. And thanks for your helpfull replies all -)

Twyll 05-19-2005 10:02 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by cccwebs
Remember, a character can only Dodge an attack he/she is aware of. <---This is important.

Hmmm evil Cccwebs :-))). I can imagine my next session :

"- You're ambushed by a group of stealthed crossbowmen. You're not cautious at the time, so you won't get a Per roll to spot them. They have Stealth 14, let's see if they hide successfully.
- Aaaargh !!
- Noooooooo !!
- Damn b<biiip>s !!
- Nevermind we have light encombrance and base dodge like 12, we'll dodge and drop and get a 14 roll eh eh.
- Ok they all succeed. You get no dodge roll as you're not aware of the attack. Everyone's got armor ?
- This is a dirty trick, LOL !
- We're all gonna die !!
- Ok I quit GURPS, i won't play anything if it's not D20.
...."

Stephane_Theriault 05-19-2005 10:13 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
Oh my... I didn't mean to hurt anyone with the words munchkin and dull, i was just trying to er... make some bad joke (i'm not angry at all with my players). Actually my sense of humour might be corrupted by the Dark Side (i have to confess i wasn't always a dull player eh eh). Sorry for the mess guys, i 'll change the text to something more correct. And thanks for your helpfull replies all -)

I can't speak about the others, but I DID take it as a joke. And my answer (except for the rules part) was meant as a joke also. So no worry.

sir_pudding 05-19-2005 10:15 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
You're ambushed by a group of stealthed crossbowmen. You're not cautious at the time, so you won't get a Per roll to spot them. They have Stealth 14, let's see if they hide successfully.
...."[/I]

Why deny them the PER roll?

Twyll 05-19-2005 10:16 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
If you can't retreat, you have to have a (Dodge - Encumbrance) of 11, which is almost unheard of.

A duellist character with DX 13 [60], HT 13 [30] and Speed +0,5 [10] (high power gaming) has a basic Speed of 6.5 + 0,5 = 7,0, for a Dodge of 10. If he has Combat Reflexes, this levels his Dodge to 11. He wears leather armor and a fine sword in combat, wich is no encombrance at all for a ST 10 man. This makes him an excellent swordsman on 1 to one fights, and hence a tough one to take down as HT 13 allows good probability to resist stun and unconsciousness. Here we are for 100 character points. And I'm not talking about the Increased Dodge/Parry advantages, bonuses for acrobatic dodge, retreat, drop prone and the like.

In fact the debate is not about munchkinism, but more about how to make fight sequences not during hours in a munchkin game session.

Claudius 05-19-2005 10:38 AM

Re: Active defense debate o_Ô
 
Salvete

Welcome to the forum, Twyll!

Quote:

Originally Posted by Twyll
a problem I encounter using GURPS rules with my players. Some of them are somewhat of munchkins and try to abuse the rules by creating charcters with fantastic Dodge scores (14+). In 3E there was the 13+ rule, wich disapeared in 4E (did I miss something ?), but now that you can buy Speed as a base attribute there's no limit on it.

Remember, Twyll, that GURPS is a generic game, not intended to model only humans, but all (or almost all) you can conceive. This is the reason there's no limit to Speed, nor Dodge. If you don't want them to have so high a dodge, put a limit. In every case, having a dodge 14+ is not so easy, even if you buy Speed. In order to get a +1 to Dodge buying speed, one should to invest 20CPs. 20CPs for a +1 Speed (and Dodge) isn't cheap, if your PCs are designed on 100 or 150 CPs, they won't be able to buy much Speed, and if they're designed on many CPs, you should expect over the top PCs.

If you want them to have so high a Dodge, but you want to injury them... just remember Deceptive attacks.

Quote:

Originally Posted by Twyll
(like the 13+ dodge rule in 3E)

Sorry, but I don't know what you mean, I can't remember that rule. Where is it?

Quote:

Originally Posted by Twyll
- Dodge becomes a Technique defaulting from Weapon Skill-2 or DX-2, cannot exceed prerequisite (lowers probability of dodging bullets as it can't be improved for range weapons)
- Parry becomes a Technique defaulting from Weapon Skill-2, cannot exceed prerequisite

I wouldn't do that, because it makes getting a high Dodge or Parry a LOT CHEAPER. If you think it's easy to have a high Dodge, just imagine how it would be if all the points devoted to Dodge went to those techniques and the adequate weapon skill...

I hope it helped.

Valete

PK 05-19-2005 10:40 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
A duellist character with DX 13 [60], HT 13 [30] and Speed +0,5 [10] (high power gaming) has a basic Speed of 6.5 + 0,5 = 7,0, for a Dodge of 10. If he has Combat Reflexes, this levels his Dodge to 11. He wears leather armor and a fine sword in combat, wich is no encombrance at all for a ST 10 man. This makes him an excellent swordsman on 1 to one fights, and hence a tough one to take down as HT 13 allows good probability to resist stun and unconsciousness. Here we are for 100 character points. And I'm not talking about the Increased Dodge/Parry advantages, bonuses for acrobatic dodge, retreat, drop prone and the like.

In fact the debate is not about munchkinism, but more about how to make fight sequences not during hours in a munchkin game session.

As has been said on this thread, Deceptive Attacks and Feints are the way to go against someone with a ridiculous Dodge. (A ridiculous Parry is much easier to get, but it's also easier to defeat -- just send multiple attackers, or one attacker with lots of Extra Attacks.) A skilled fighter can give the person a -2 to their Dodge easily, cutting your sample character's odds of Dodging almost in half.

Twyll 05-19-2005 11:07 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by sir_pudding
Why deny them the PER roll?

It's in the rules, dude (B222, Stealth skill). I think it's a good one as it prevents the proliferation of bulging eyes or dog-eared elf mutants(with Per 20 scores) -)

sir_pudding 05-19-2005 11:41 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
It's in the rules, dude (B222, Stealth skill). I think it's a good one as it prevents the proliferation of bulging eyes or dog-eared elf mutants(with Per 20 scores) -)

Let me rephrase, why hose them by arbitrarily declaring them to be not on the lookout? You might as well have declared them totally suprised! Otherwise rational players will utterly revolt when you pull this kind of stuff (which you seem to imply in your example), but will go along with it if you give them a fighting chance. Besides, if your players have PER of 20 and dodge of 14, then your solution is simple; give them less points!

Why not ambush them with 6 or so 75 point archers with Bow-13 and Camoflage-14 firing as a volley from a concealed position at a range of 50 yds? Have it happen on a forest road or something, so that there is a darkness penalty (of -2 or so) to see into the forest, but none to see the road. Let the players explain their marching order ect. Only roll Vision (or Observation) for anyone specifically declared to be a dedicated lookout/pointman. Make sure the archers aim for three turns and fire with an AoA:Determined.

cccwebs 05-19-2005 12:43 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by sir_pudding
Let me rephrase, why hose them by arbitrarily declaring them to be not on the lookout? You might as well have declared them totally suprised! Otherwise rational players will utterly revolt when you pull this kind of stuff (which you seem to imply in your example), but will go along with it if you give them a fighting chance. Besides, if your players have PER of 20 and dodge of 14, then your solution is simple; give them less points!

Why not ambush them with 6 or so 75 point archers with Bow-13 and Camoflage-14 firing as a volley from a concealed position at a range of 50 yds? Have it happen on a forest road or something, so that there is a darkness penalty (of -2 or so) to see into the forest, but none to see the road. Let the players explain their marching order ect. Only roll Vision (or Observation) for anyone specifically declared to be a dedicated lookout/pointman. Make sure the archers aim for three turns and fire with an AoA:Determined.

Otherwise rational players will not utterly revolt when they are ambushed. They will revolt if they have declared they are cautiously advancing forward and then you deny them a Per roll to spot the ambush.

Yes, my gaming sessions can be harsh. I believe in intelligent opponents and expect my players to act with some measure of intelligence also. (though I am very generous in reminding characters of advantages which help them out)

Ze'Manel Cunha 05-19-2005 01:04 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
It's in the rules, dude (B222, Stealth skill). I think it's a good one as it prevents the proliferation of bulging eyes or dog-eared elf mutants(with Per 20 scores) -)

I usually give my players a Per roll, modified as appropriate. When you can't see the shooter, it really sucks for them, but they're quite aware of that possibility.

Now as far as the Dodge goes, one of the things I took from the uberthread, was the following House Rule.

You get one Dodge per turn, period. Your success in that one Dodge is applied to all attacks you are aware of as per Rapid Fire. So if half a dozen crossbowmen shoot you, you better have made your dodge by a number equal to the number of missiles you're hoping to avoid.
Also, if you're in melee and have three dogs biting at you, your dodge roll better be good enough to dodge them all.

corwyn 05-19-2005 02:19 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha

Now as far as the Dodge goes, one of the things I took from the uberthread, was the following House Rule.

You get one Dodge per turn, period. Your success in that one Dodge is applied to all attacks you are aware of as per Rapid Fire. So if half a dozen crossbowmen shoot you, you better have made your dodge by a number equal to the number of missiles you're hoping to avoid.
Also, if you're in melee and have three dogs biting at you, your dodge roll better be good enough to dodge them all.

How do you handle something like...

3 attackers, 2 attack, the third waits, for whatever declared reason, then attacks later in the turn. So 2 attacks, 1 dodge, some stuff happens, third attack, ?. Or just opponents of different speeds. Do you just apply the old score?

Ze'Manel Cunha 05-19-2005 03:03 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by corwyn
How do you handle something like...

3 attackers, 2 attack, the third waits, for whatever declared reason, then attacks later in the turn. So 2 attacks, 1 dodge, some stuff happens, third attack, ?. Or just opponents of different speeds. Do you just apply the old score?

I do. The simultaneaty thing is a bit of a hand wave anyway, it's all happening within a split second of time, so that third attack comes as you are rolling out of the way of the first two attacks, launching an attack of your own, and your dodge shifts to encompass the third attack.

The dodge to me isn't a bob of the head to avoid a missile which will be going through a specific spot, it's more something along the line of an action which you do throughout your turn, to avoid all of the perceived incoming nastiness. Since it's so general, it's not usually as good as something like a parry, which is a focused defense against a specific attack at a specific point.

So you perceive an attack coming from two people in front of you, and you dodge back, you succeed your dodge by 1 and so you dodge them, but if there's a third attack from your side which you also perceive, your dodge will have a body turn as well, but since there's so many attacks coming at once, you may dodge the first, and even the second attack, but that third attack is now much harder to dodge and it hits you.

Of course, if you make your Dodge by 2, then you normally get to Dodge 3 attacks. This sounds like a good thing, but if that third attacker was timing his attack to try to get you off balance after you dodged 2 other people, he then launches his attack as a Deceptive Attack -2 to Defend, and all of a sudden, he's just blown through your supposedly good/successful dodge.

yffub 05-19-2005 04:07 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
Now as far as the Dodge goes, one of the things I took from the uberthread, was the following House Rule.

You get one Dodge per turn, period. Your success in that one Dodge is applied to all attacks you are aware of as per Rapid Fire. So if half a dozen crossbowmen shoot you, you better have made your dodge by a number equal to the number of missiles you're hoping to avoid.
Also, if you're in melee and have three dogs biting at you, your dodge roll better be good enough to dodge them all.

I like this option as it works within an existing rule (dodging automatic weapons fire). How do you incorporate Retreats/Drops and Acrobatic Dodges? Do they apply to the whole turn or just against one attack in the turn?

A possible down side to this option is that a malicious GM would know exactly how many attacks you'd be able to dodge in the turn and could take advantage of that (as in your third guy waiting and using just enough Deceptive Attack to overcome the dodgers "good" roll).

Ze'Manel Cunha 05-19-2005 04:39 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by yffub
I like this option as it works within an existing rule (dodging automatic weapons fire). How do you incorporate Retreats/Drops and Acrobatic Dodges? Do they apply to the whole turn or just against one attack in the turn?

Since there's only one roll, they apply to all attacks as they normally would.

Quote:

Originally Posted by yffub
A possible down side to this option is that a malicious GM would know exactly how many attacks you'd be able to dodge in the turn and could take advantage of that (as in your third guy waiting and using just enough Deceptive Attack to overcome the dodgers "good" roll).

That just goes back to proper use of the Wait maneuver, since a canny adversary would use his comrades attack to make his attack more likely to succeed. It works for PCs too.

As for using just enough Deceptive Attack, I don't run adversarial games, so I have no need to Meta-Game something like that. The Deceptive Attack will be what it would normally be, if the Dodge is good enough, it'll miss, if the Dodge wasn't good enough, I'm not going to decrease the planned negative modifier for the attacker...
...unless it's something totally obvious, as in where the second attacker manages to hit, then the third attacker might attack with an extra-effort strong attack instead of a Deceptive Attack.

Luther 05-19-2005 04:46 PM

Re: Active defense debate o_Ô
 
Ze', this house rule is interesting, but it prevents a scenario where you can dodge a blow after being hit by another. Once you got hit, you are vulnerable until your next turn. I've to think about it.

Ze'Manel Cunha 05-19-2005 04:52 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
Ze', this house rule is interesting, but it prevents a scenario where you can dodge a blow after being hit by another. Once you got hit, you are vulnerable until your next turn. I've to think about it.

Not necessarily though.
If attacker number one made a deceptive attack at -3 to defend, and managed to hit, doesn't mean attacker number two or number three will automatically hit.
Since subsequent attackers may think the defender is incompetent because he was hit by the first attack, they may not use any Deceptive Attack and just go strong, which could mean they'll blow FP and miss altogether.

Luther 05-19-2005 06:18 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
Not necessarily though.
If attacker number one made a deceptive attack at -3 to defend, and managed to hit, doesn't mean attacker number two or number three will automatically hit.
Since subsequent attackers may think the defender is incompetent because he was hit by the first attack, they may not use any Deceptive Attack and just go strong, which could mean they'll blow FP and miss altogether.

-3?

You should have an ability around 17-18 in order to make such a Deceptive Attack useful. Moreover, generally (and mathematically) DA is worth using only for skills 13+ that are not that common around NPCs.

So the "hit spiral" (once you are hit, you are hit by all successive attacks) would still be a problem.

Ze'Manel Cunha 05-19-2005 06:32 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
-3?

You should have an ability around 17-18 in order to make such a Deceptive Attack useful. Moreover, generally (and mathematically) DA is worth using only for skills 13+ that are not that common around NPCs.

Depends on the NPC, if they're ganging up 3:1 on the PC, then they probably believe themselves outclassed, it can be worth it to them to make an attack in the 6-9 range which might get through, vs making an attack in the 12-15 range which will probably not get through, and if they're working together as a team they may willingly try Deceptive Attacks which will miss more often, relying on their comrades to distract their target.

Quote:

Originally Posted by Luther
So the "hit spiral" (once you are hit, you are hit by all successive attacks) would still be a problem.

If there's no Parry or Block available to the character, sure, and the next round he'll also have shock issues unless he has High Pain Threshold.
I don't see a problem with this. Once he's hit, he should be more susceptible to follow-up hits unless he can pull back and regroup.
If someone's outnumbered 3:1, unless he's really good, or has friends who can come to the rescue, he's going to get his ass handed to him.

Luther 05-19-2005 06:57 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
Depends on the NPC, if they're ganging up 3:1 on the PC, then they probably believe themselves outclassed, it can be worth it to them to make an attack in the 6-9 range which might get through, vs making an attack in the 12-15 range which will probably not get through

You cannot reduce your skill below 10 with Deceptive Attack (B370).

Even if you allow it, mathematically it isn't worth.

NPC broadsword-12, PC dodge-13

normal attack: P(12-)*(1-P(13-)) = 7.2%

deceptive attack -3: P(6-)*(1-P(10-)) = 4.6%

Deceptive attack is useful only for skills 13+, generally speaking.
Quote:

I don't see a problem with this. Once he's hit, he should be more susceptible to follow-up hits unless he can pull back and regroup.
If someone's outnumbered 3:1, unless he's really good, or has friends who can come to the rescue, he's going to get his ass handed to him.
Yeah, if that's by design, it's fair. However I'd like to avoid the "hit spiral".

Stephane_Theriault 05-19-2005 07:51 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Twyll
A duellist character with DX 13 [60], HT 13 [30] and Speed +0,5 [10] (high power gaming) has a basic Speed of 6.5 + 0,5 = 7,0, for a Dodge of 10. If he has Combat Reflexes, this levels his Dodge to 11.

11 is nowhere near 14. 11+ is what, 63% success? 14+ is around 93%. So this is a major difference.

Quote:

Originally Posted by Twyll
He wears leather armor and a fine sword in combat, wich is no encombrance at all for a ST 10 man. This makes him an excellent swordsman on 1 to one fights, and hence a tough one to take down as HT 13 allows good probability to resist stun and unconsciousness. Here we are for 100 character points. And I'm not talking about the Increased Dodge/Parry advantages, bonuses for acrobatic dodge, retreat, drop prone and the like.

In fact the debate is not about munchkinism, but more about how to make fight sequences not during hours in a munchkin game session.

As was already said, this problem is practically non-existent if you use Deceptive Attacks and/or Feint.

Also, leather armor is at most DR2, so one hit can cause a lot of damage. With HT 13, 8 points of damage puts you at half move and dodge. Also, a major wound to the face or vitals gives a -5 penalty to the HT roll; -10 for the brain.

roguebfl 05-19-2005 09:17 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Der Wanderer
The point is as long as all players are happy the GM should be happy too.

I would take exception to that statment as it implies that a GM goal is to amke his players happy. as opsend to have fun with his friends.

It is distntyl possible for the players to be happy and the GM not. But this is a stong indcation that there migh be a play style mismatch.

Polaris 05-19-2005 09:30 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
As was already said, this problem is practically non-existent if you use Deceptive Attacks and/or Feint.

Neither of these is available for ranged attacks, hence at least part of the problem.

-Polaris

Ze'Manel Cunha 05-19-2005 09:46 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
You cannot reduce your skill below 10 with Deceptive Attack (B370).

I like giving semi-skilled fighters the option of effectively swinging half-wild and possibly connecting.
This is actually pretty realistic when you think about the effect of a semi-skilled fighter fancing an expert, and trying his best to connect by deception.
He's more likely to fail, but he'll still try to do it.

Quote:

Originally Posted by Luther
Even if you allow it, mathematically it isn't worth.

All the more reason to use it, especially for NPCs against PCs at a 3:1 ratio.

Of course, if the NPCs are really scared, and they know which one of them the PC is engaging, the other two might AoA Accurate, and convert the +4 bonus to their 12- skill to a -3 Deceptive attack on a 10- to hit.

Quote:

Originally Posted by Luther
Yeah, if that's by design, it's fair. However I'd like to avoid the "hit spiral".

I'm not sure I understand what you're trying to avoid, and why.

Kyle Aaron 05-19-2005 11:00 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by cmdicely
Speed is not a base attribute, its a secondary characteristic with a recommended limit of +/- 2.00 from the calculated value except for nonhumans and supers.

Plus, it's 20pts a level. 20pts is 6 levels of a new skill, or 5 extra levels of an old skill. Consider:

Joe Average, stats all 10, Speed 5, Dodge 8.

He can get Speed 6, and thus Dodge 9, for 20pts.

Or he can get a Melee weapon, 20pts gets him, with a DX/avg skill, Attribute+5, or Skill 15 with that weapon. That's Parry of 10. Plus, he gets to attack.

Of course, if you gave him 200 or 500 points to spend, then he'll just get the extra Speed, AND the weapon skill. But if it's a 50 or 100pt character, then the player starts having to choose between things...

So what's being said here is that, "if you have a 200-pt character, he can do things that are really powerful and not very realistic in flavour, more cinematic." Well, yeah! A high-point character should be able to do crazy stuff like that.

If you don't want munchkins, don't give them munchkin-level points.

Polaris 05-20-2005 01:27 AM

Re: Active defense debate o_Ô
 
Jim-Bob,

As I already showed on the Uberthread (and others did as well), it is possible to get a dodge of 13 or even more (as high as 19!) with "default" stat characters (stats of 10). In short, you can get shockingly high Dodge defense scores for a suprisingly low number of points.

-Polaris

Claudius 05-20-2005 02:30 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Polaris
As I already showed on the Uberthread (and others did as well), it is possible to get a dodge of 13 or even more (as high as 19!) with "default" stat characters (stats of 10). In short, you can get shockingly high Dodge defense scores for a suprisingly low number of points.

Sorry, could you tell me what which überthread this is, or could you tell me why getting a Dodge as high as 19 with few points is possible?

I think it's not, but maybe I overlooked something.

roguebfl 05-20-2005 02:57 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Claudius
Sorry, could you tell me what which überthread this is, or could you tell me why getting a Dodge as high as 19 with few points is possible?

I think it's not, but maybe I overlooked something.

The überthread aka Is Dodge Overpowering?

Claudius 05-20-2005 03:21 AM

Re: Active defense debate o_Ô
 
Thank you, roguebfl, I'll read it.

Rupert 05-20-2005 04:06 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
Also, leather armor is at most DR2, so one hit can cause a lot of damage. With HT 13, 8 points of damage puts you at half move and dodge. Also, a major wound to the face or vitals gives a -5 penalty to the HT roll; -10 for the brain.

I'm thinking of the unpleasant results of a 'crippling' hit to the leg. With all those points in HT, Speed, etc., a really high HP total isn't likely, so 7 points should be enough. Assuming a cutting weapon that's 5 points after armour, or 7 points of basic damage. A character with ST12 and a broadsward will get this on half their hits. Once that's happened you count as Lame (no legs), and that means you're effectively out of the fight.

Rupert 05-20-2005 04:09 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Polaris
Jim-Bob,

As I already showed on the Uberthread (and others did as well), it is possible to get a dodge of 13 or even more (as high as 19!) with "default" stat characters (stats of 10). In short, you can get shockingly high Dodge defense scores for a suprisingly low number of points.

However, not everyone entirely agreed with your figures, and nor did we find them that shocking once the maths had been done.

Luther 05-20-2005 04:59 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Claudius
Thank you, roguebfl, I'll read it.

Good luck. You need it.

Luther 05-20-2005 05:05 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
I like giving semi-skilled fighters the option of effectively swinging half-wild and possibly connecting.
This is actually pretty realistic when you think about the effect of a semi-skilled fighter fancing an expert, and trying his best to connect by deception.
He's more likely to fail, but he'll still try to do it.

Still, this is an house rule, and still it doesn't change the fact that Deceptive Attack is mostly worthless for skills 12-
Quote:

All the more reason to use it, especially for NPCs against PCs at a 3:1 ratio.
I really don't follow you. I showed in the previous post that your reasoning about hit chances is flawed. So should a competent fighter (skill 12) lower his chance to connect just to save PCs?

And note that to "connect" you have to hit and he has to fail defense.
Quote:

I'm not sure I understand what you're trying to avoid, and why.
I don't like the fact that with your house rule:
  • Once you get hit, all the following hits connect (barring exceptional cases)
  • The GM knows when an NPC will or will not hit.

I call the above problems "hit spiral".

cccwebs 05-20-2005 08:39 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Polaris
Jim-Bob,

As I already showed on the Uberthread (and others did as well), it is possible to get a dodge of 13 or even more (as high as 19!) with "default" stat characters (stats of 10). In short, you can get shockingly high Dodge defense scores for a suprisingly low number of points.

-Polaris

Yes, you showed that it is possible under all the right circumstances to have a "default" stat character get a high Dodge. But as was pointed out, the "default" stat character has a Basic Speed of 5, base Dodge of 8. With an All-Out-Defense he gets a Dodge of 10, with a Retreat you can a Dodge of 13 against Melee and with Dodge and Drop you can get a Dodge of 13 against Ranged (one shot as then you are prone and Dodging becomes even harder) Of course, to get these high numbers, you have to pretty much choose to give up attacking your opponent and just hope that you can stay under that 83% chance of not getting hit (that is, if your opponent doesn't use Feints and Deceptive attacks to reduce your Dodge score) Against a single opponent you stand a chance. Against multiple opponents which can surround you, you're gonna have a problem. Against a single ranged opponent, well once you hit the dirt they get -2 to hit and you have -3 to your Dodge and can't get the extra +3 for Dodge and Drop, which brings you to a Dodge of 7 with the All-Out-Defense option. Against multiple ranged attackers, well you can't be aware of all of them so there's a distinct chance that there will be attacks you just can't even roll a Dodge.

kpram 05-20-2005 08:57 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
11 is nowhere near 14. 11+ is what, 63% success? 14+ is around 93%. So this is a major difference.

11 is just a retreat away from 14. But the retreat is only against one opponent, so it doesn't help so much against 3:1.

Polaris 05-20-2005 11:03 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by kpram
11 is just a retreat away from 14. But the retreat is only against one opponent, so it doesn't help so much against 3:1.

It is also just a "drop for cover" away for ranged attacks, and that *does* apply to all ranged attacks for that second.

-Polaris

Stephane_Theriault 05-20-2005 01:05 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Polaris
Neither of these is available for ranged attacks, hence at least part of the problem.

-Polaris

And who said anything about ranged attacks? Reread the original post.

Stephane_Theriault 05-20-2005 01:07 PM

Re: Active defense debate o_Ô
 
Guys, we are NOT resurrecting the Uber Thread here. Keep the subject on track, and no thread hijacking.

I'm not gonna be patient on this.

Stephane_Theriault 05-20-2005 01:12 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Claudius
Thank you, roguebfl, I'll read it.

Please don't, unless you don't mind going insane. It's 2500 posts of people repeating the same thing again and again and again, and yelling at each other (me included).

The gist is some people thought that Dodge was too high, others disagree. That's all. For 2500 posts.

Stephane_Theriault 05-20-2005 01:13 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Polaris
It is also just a "drop for cover" away for ranged attacks, and that *does* apply to all ranged attacks for that second.

-Polaris

Yeah, except on the next round, you defend at -2 because you're kneeling, and you can't retreat.

Nice way to take yourself out of combat.

PK 05-20-2005 01:37 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
Yeah, except on the next round, you defend at -2 because you're kneeling, and you can't retreat.

Nice way to take yourself out of combat.

But he can stand up from a kneel as the "Step" part of any maneuver that allows it. So he can't retreat (since he "stepped") but he at least gets to defend normally once he's up.

I'm bookless right now (that was from the GURPS Lite I keep handy at work), but doesn't Dodge and Drop require you to go prone? Having to kneel isn't much of a problem at all -- having to drop to your belly does. That's two rounds of Change Position maneuvers and the full penalty to Dodge until you're back up.

Ze'Manel Cunha 05-20-2005 01:58 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
I really don't follow you. I showed in the previous post that your reasoning about hit chances is flawed. So should a competent fighter (skill 12) lower his chance to connect just to save PCs?

AoA makes it 10- to hit and -3 to defend.
It's not an issue of trying to save PCs, but that in the heat of combat many people will do things which aren't mathematically beneficial, by definition trying to get a lucky hit.


Quote:

Originally Posted by Luther
And note that to "connect" you have to hit and he has to fail defense.
I don't like the fact that with your house rule:
  • Once you get hit, all the following hits connect (barring exceptional cases)
  • The GM knows when an NPC will or will not hit.
I call the above problems "hit spiral".

How is that any different from any other combat, and how is it in any way not realistic?

Polaris 05-20-2005 02:13 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
And who said anything about ranged attacks? Reread the original post.

I suggest you do the same. I said that Feint and Deceptive attacks don't apply against ranged attacks (which is true) which was PART of the problem (alluded to by the orginal poster). Since some attacks are ranged attacks, I was on topic and within my rights.

-Polaris

Claudius 05-20-2005 04:01 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Claudius
Thank you, roguebfl, I'll read it.

Quote:

Originally Posted by Luther
Good luck. You need it.

Quote:

Originally Posted by Ellie the Technomancer
Please don't, unless you don't mind going insane. It's 2500 posts of people repeating the same thing again and again and again, and yelling at each other (me included).

Uffff, I didn't know what I was saying! I even read some parts, but most of that thread is kind of "You did! - No, you did!" and such things I saw when I went to school. I hadn't any fun with such debates when I was a child, and now that I'm a grown up man, I suspect I won't either.

I feel tempted to ask for some explanation of why some people think Dodge is overpowered, but I won't, because
Quote:

Originally Posted by Ellie the Technomancer
Guys, we are NOT resurrecting the Uber Thread here. Keep the subject on track, and no thread hijacking.

and he, Ellie, is right. Normally I wouldn't have any problem discussing this theme again, and it would be very interesting, but unfortunately some people seem to want to "win" the discussion, instead of discussing friendly of a game we all like. And I see this thread is going in the same direction. Sorry, I disappear.

cccwebs 05-20-2005 04:18 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Rev_Pee_Kitty
But he can stand up from a kneel as the "Step" part of any maneuver that allows it. So he can't retreat (since he "stepped") but he at least gets to defend normally once he's up.

I'm bookless right now (that was from the GURPS Lite I keep handy at work), but doesn't Dodge and Drop require you to go prone? Having to kneel isn't much of a problem at all -- having to drop to your belly does. That's two rounds of Change Position maneuvers and the full penalty to Dodge until you're back up.

Except that when you Dodge and Drop, you are prone. You have to take a Change Posture maneuver (which means no All-Out-Defense) to get from Prone to Kneeling. That means, while you are on the ground prone you have a -3 to Dodge, and on the turn you decide to start getting up you go to Kneeling which is a -2 to Dodge. Then on your next turn you can stand up as part of your Step/Move.

Stephane_Theriault 05-20-2005 04:32 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by cccwebs
Except that when you Dodge and Drop, you are prone. You have to take a Change Posture maneuver (which means no All-Out-Defense) to get from Prone to Kneeling. That means, while you are on the ground prone you have a -3 to Dodge, and on the turn you decide to start getting up you go to Kneeling which is a -2 to Dodge. Then on your next turn you can stand up as part of your Step/Move.

cccwebs is right. Say you dodge and drop. You are now lying on the ground until your next turn, at -4 to attack and -3 to all defenses (not only Dodge). On your next turn, you Change Posture to kneeling, from which you can't retreat and are at -2 to all defenses. Then on the next round you finally Step up.

Ze'Manel Cunha 05-20-2005 05:18 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ellie the Technomancer
cccwebs is right. Say you dodge and drop. You are now lying on the ground until your next turn, at -4 to attack and -3 to all defenses (not only Dodge). On your next turn, you Change Posture to kneeling, from which you can't retreat and are at -2 to all defenses. Then on the next round you finally Step up.

What about an acrobatics roll to stand up in one turn?
I allow a kick-up, or a twirl-up to stand up in one turn, I figured that was still supported in the rules.
I count it as a Step/Move, so characters can still get out a Wild Swing, but not a normal attack after a kick-up.

PK 05-20-2005 06:04 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
What about an acrobatics roll to stand up in one turn?
I allow a kick-up, or a twirl-up to stand up in one turn, I figured that was still supported in the rules.

"Still supported" implies that it was once supported. That rule doesn't exist in 3E any more than it exists in 4E.

(If you want to continue to use it as a house rule, go for it. I agree that it's quite appropriate for cinematic games... but it's not canonical.)

Ze'Manel Cunha 05-20-2005 06:13 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Rev_Pee_Kitty
"Still supported" implies that it was once supported. That rule doesn't exist in 3E any more than it exists in 4E.

You know, that's the biggest problem I have in these rules discussions, I sometimes forget where canonical leaves off and where my House Rules begin.

Quote:

Originally Posted by Rev_Pee_Kitty
(If you want to continue to use it as a house rule, go for it. I agree that it's quite appropriate for cinematic games... but it's not canonical.)

There wasn't something like this in Martial Arts?
I could've sworn there was metion of cinematic acrobatics along these lines in 3e...
Oh well, memory's a strange thing.

sampo 05-20-2005 06:33 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
How is that any different from any other combat, and how is it in any way not realistic?

Asked about the "hit spiral" (neat phrase Luther)

I won't argue the realism of the hit spiral. I know an objection I and some of my players would have (with Ze'Manel Cunha's dodge house rule) is this.

It's some what predetermined. Once you are at the point you have "used up" your sucessful dodges. Every attack thereafter hits you. And you are likely already in trouble, thus there is a hit spiral you (as a PC can do nothing about).

Most of my players would feel cheated by this (It is a style thing), that is getting hit with no chance to save themselves, especially if it is a death dealing hit.

I the house rule I have used for many years is that each dodge (after the first) you take in a single round gives you a +1 modifier to your dodge die roll. Thus, if you try to dodge 6 attacks you are rolling at +5 on the last one. This has several advantages over Ze'Manel Cunha's dodge house rule (IMHO)

#1 Drama & suspense is preserved/predestiantion is elimiated. Even though you won't likely dodge at +5 to your roll still have a shot at it. (The players always love a roll (even at low odds) to avoid a possible death dealing hit.

#2 The likely hood of a critial failure goes up dramaticaly if you try too many dodges (+5 to the die roll gives you an 18 on a roll of 13) And ocassionaly a player (especially if heavly armored) will take the hit rather that risk a critical miss and a fall (possibly injuring a leg)

Of course one major disadvantage to this rule vs Ze'Manel Cunha's is all the additional dodge rolls. (but note it is the same # of dodge rolls as if you have played by the vanilla rules)

Ze'Manel Cunha 05-20-2005 07:40 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by sampo
I won't argue the realism of the hit spiral. I know an objection I and some of my players would have (with Ze'Manel's dodge house rule) is this.

It's some what predetermined. Once you are at the point you have "used up" your sucessful dodges. Every attack thereafter hits you. And you are likely already in trouble, thus there is a hit spiral you (as a PC can do nothing about).

I tend to have all the attacks resolved at about the same time.

So in the situation where three NPCs are attacking the PC, I describe the NPCs attacks, the PC describes his defense.

ie. GM: The 3 Crossbowmen who have been aiming at you fire, what do you do?
PC: I acrobatically dodge, staying on my feet, so I can charge them next turn.
At which point, player rolls her PCs' acrobatics skill, takes the +2 or -2 to Dodge, and then she rolls her dodge; meanwile I've been rolling the NPCs atttacks.
Player then tells me by how much the PC makes the dodge, and I describe the effect of the incoming bolts and how her PC has fared.

Making the Dodge exactly might mean 2 out of 3 bolts hit, but if two of the NPCs missed, it might mean all the bolts miss, and the PCs looks like she's pulling a Remo Williams.

Quote:

Originally Posted by sampo
Most of my players would feel cheated by this (It is a style thing), that is getting hit with no chance to save themselves, especially if it is a death dealing hit.

Different strokes and all, but as far as I'm concerned, they get a roll.

Quote:

Originally Posted by sampo
I the house rule I have used for many years is that each dodge (after the first) you take in a single round gives you a +1 modifier to your dodge die roll. Thus, if you try to dodge 6 attacks you are rolling at +5 on the last one. This has several advantages over Ze'Manel's dodge house rule (IMHO)
[...]
Of course one major disadvantage to this rule vs Ze'Manel's is all the additional dodge rolls. (but note it is the same # of dodge rolls as if you have played by the vanilla rules)

Actually, other than making them roll 6 times, I don't see any effective difference on this between what we're doing.
I suppose if the player rolls real bad on the first roll, he'll get 6 chances to improve it, but if he rolled well on the first roll, he'll get 6 chances to mess up.

Eljay451 05-20-2005 07:52 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
What about an acrobatics roll to stand up in one turn?

As a GM of a cinematic campaign, I'd allow it.

Luther 05-23-2005 09:12 AM

Re: Active defense debate o_Ô
 
Ze': I don't think the hit spiral is terribly realistic.

Another problem of the hit spiral is that the player is going to know (barring deceptive attacks and feint, which do not apply to ranged attack) which attack is going to connect and which not. So he can use this info to optimize his defenses (in a way he could not using vanilla GURPS).

Finally, a quick number crunching reveal that using the one-dodge roll (with rapid fire like mechanics) vs vanilla dodge the chances of being hit are only slightly increased, but not much different. IMO the problems aren't worth the solution.

sampo 05-23-2005 10:14 AM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
I tend to have all the attacks resolved at about the same time.

Different strokes and all, but as far as I'm concerned, they get a roll.

That's cool, whatever works for you and your players. I get the impression that your style of play does not invovle the level of detail (in combat) that my players tend to enjoy.

I was just throwing out some alternatives for those on the forums that may want to lower the dodge defense but not use your system.

Having the attacks resolved at the same time (as opposed to when they occur in the turn sequence) is definatley not a style choice my players or I would be comfortable with.

As you said, different strokes.

I think a pro for both your HR and mine it that they speed up resolving combats in real time.

Yours is quick because it condences many dodge rolls into one, and increases the # hits/lethality which will speed combats as combatants drop faster,

Mine speeds play do to the increased # hits/lethality factor only.

I've also see this (lower dodge)rule cause PC's who are outnumbered to aviod combat all together (increased role playing) because the of the lethality increase over vanilla GURPS (under the vanilla rules the PC's with high dodge would just wade thru the NPCs, with the house rule they can't be sure they will)

Ze'Manel Cunha 05-23-2005 02:00 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by sampo
Having the attacks resolved at the same time (as opposed to when they occur in the turn sequence) is definatley not a style choice my players or I would be comfortable with.

If you think about things like missile weapons, whether it be flying knives, arrows or crossbow bolts, and think over how long it takes missiles to reach characters, ie. one second regardless of distance, then there's really not much of a stretch in having the dodge be used against all the things flying in at them at.

Quote:

Originally Posted by sampo
I've also see this (lower dodge)rule cause PC's who are outnumbered to aviod combat all together (increased role playing) because the of the lethality increase over vanilla GURPS (under the vanilla rules the PC's with high dodge would just wade thru the NPCs, with the house rule they can't be sure they will)

Mainly they tend to choose other defenses as primary, and only use Dodge as a last resort. That's the way I prefer the game style to go.

Quote:

Originally Posted by Luther
Ze': I don't think the hit spiral is terribly realistic.

You don't feel that when someone gets hit/hurt they tend to react a bit off, and therefore open themselves up to follow up attacks unless they pull back to regroup?

roguebfl 05-23-2005 02:08 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
You don't feel that when someone gets hit/hurt they tend to react a bit off, and therefore open themselves up to follow up attacks unless they pull back to regroup?

No more than What the Shock penalties ready simulate. An Indvidual does not need to retreat, toregian their bearings and change tatics. it's group tatics that need to fallback normally to regroup.

Luther 05-23-2005 02:20 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
You don't feel that when someone gets hit/hurt they tend to react a bit off, and therefore open themselves up to follow up attacks unless they pull back to regroup?

1) shock penalties are here for a reason

2) in the fraction of second between two blows, it's quite possible that you was already dodging the second one when hit by the first.

3) "they tend to react a bit off": even following your logic, you should penalize Parry and Block too, not only Dodge.

Ze'Manel Cunha 05-23-2005 02:33 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by roguebfl
No more than What the Shock penalties ready simulate. An Indvidual does not need to retreat, toregian their bearings and change tatics. it's group tatics that need to fallback normally to regroup.

I would disagree...not that I'm an expert or anything, but I know when things got dicey and I've walked into a combination or such (sparring), there's a tendency on my part to either close in and go to town, or pull back and try to recenter, this is also tends to be true when I was the one delivering the combination or such. My anectdotal experience and observation tends to reflect this as true for most people as well.
It's one of the things an attacker learns to do, if you overwhelm your opponent, and can keep up a flurry of blows and combinations after you first connect, the person on the receiving end will often feel overwhelmed, and either turtle up, back up fast, or try to break through the attack, in most situations though, their defenses will have been temporarily broken, and if they try to attack through your flurry, then they often open themselves up further.
Think of a boxing continuous combination or an axe flurry or staff-flowering, and the difficulty in breaking out of the receiving end of those. Often the defender, once hit, will continue to get hit, unless he can pull back, strike through, or his opponent's attacks falter due to exhaustion.

roguebfl 05-23-2005 02:37 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
I would disagree...not that I'm an expert or anything, but I know when things got dicey and I've walked into a combination or such (sparring), there's a tendency on my part to either close in and go to town, or pull back and try to recenter, this is also tends to be true when I was the one delivering the combination or such. My anectdotal experience and observation tends to reflect this as true for most people as well.
It's one of the things an attacker learns to do, if you overwhelm your opponent, and can keep up a flurry of blows and combinations after you first connect, the person on the receiving end will often feel overwhelmed, and either turtle up, back up fast, or try to break through the attack, in most situations though, their defenses will have been temporarily broken, and if they try to attack through your flurry, then they often open themselves up further.
Think of a boxing continuous combination or an axe flurry or staff-flowering, and the difficulty in breaking out of the receiving end of those. Often the defender, once hit, will continue to get hit, unless he can pull back, strike through, or his opponent's attacks falter due to exhaustion.


Agian that what Shock pentiles are for

Ze'Manel Cunha 05-23-2005 02:52 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
1) shock penalties are here for a reason

Granted.

Quote:

Originally Posted by Luther
2) in the fraction of second between two blows, it's quite possible that you was already dodging the second one when hit by the first.

Which is why Sampo's suggestion works very well as well.
It's just a choice on how often you want to roll.

Quote:

Originally Posted by Luther
3) "they tend to react a bit off": even following your logic, you should penalize Parry and Block too, not only Dodge.

I do, it's in the basic rules, there are penalties for Parry and Block after the first.

Luther 05-23-2005 03:57 PM

Re: Active defense debate o_Ô
 
Hope the following clarifies.
Quote:

Originally Posted by Ze'Manel Cunha
Which is why Sampo's suggestion works very well as well. It's just a choice on how often you want to roll.

I disagree, Sampo's suggestion doesn't suffer the hit spiral problem. I think hit spiral is bad because in the fraction of second between two blows, it's quite possible that you was already dodging the second one when hit by the first.
Quote:

Originally Posted by Ze'
I do, it's in the basic rules, there are penalties for Parry and Block after the first.

That's irrelevant. I was talking about the hit spiral, explaining why I don't like it and responding to:
Quote:

Originally Posted by Ze'
when someone gets hit/hurt they tend to react a bit off

So, following your logic, when someone gets hit/hurt (that's different from multiple defenses) you should penalize Parry and Block as well. Your HR doesn't: if you have a more elaborate version, then post it.

enpeze 05-23-2005 04:44 PM

Re: Active defense debate o_Ô
 
For a cinematic hollywood actionthe the rules in the rulebook are good. If you want some realism then it should be better to have a good houserule.

Why not reducing dodges to just one per turn? Regarding that one combat turn is just 1 sec. it seems a better simulation than dodging several times.

Another houserule would be a cumulative -2 for each dodge after the first .

And for pistols or guns I would not allow a dodge at all, except maybe in lucky cases where the circumstances are in favor of the dodger, (eg. there are some objects to jump behind, like barrels or so) even if the dodger is aware of the threat.

Ze'Manel Cunha 05-23-2005 04:57 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
Hope the following clarifies.
I disagree, Sampo's suggestion doesn't suffer the hit spiral problem. I think hit spiral is bad because in the fraction of second between two blows, it's quite possible that you was already dodging the second one when hit by the first.

Then go with Sampo's suggestion. I did agree that was a good solution, it just has more dodge rolls than I prefer to use.

Quote:

Originally Posted by Luther
That's irrelevant. I was talking about the hit spiral, explaining why I don't like it

It's relevant in that in the overall modeling of the action Parry/Block has minuses for multiple use but Dodge does not.

Regardless if you miss your first parry, your second parry is going to be penalized, and your third and fourth parries are going to be pretty ineffectual, if you can even move that fast. So in that situation, someone trying to parry four blows, will likely be hit by every blow after the first one he misses parrying. Isn't that a hit spiral by your definition?

Quote:

Originally Posted by Luther
So, following your logic, when someone gets hit/hurt (that's different from multiple defenses) you should penalize Parry and Block as well. Your HR doesn't: if you have a more elaborate version, then post it.

I don't need a HR for that, it's called Shock, Knockdown, stun, etc., and it's all in basic.

Luther 05-23-2005 05:11 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
It's relevant...
[...]
I don't need a HR for that, it's called Shock, Knockdown, stun, etc., and it's all in basic.

All this talk originated from:
Quote:

Originally Posted by Ze'
How is that any different from any other combat, and how is it in any way not realistic?

Quote:

Originally Posted by Ze'
You don't feel that when someone gets hit/hurt they tend to react a bit off, and therefore open themselves up to follow up attacks unless they pull back to regroup?

Well, to make things short: no, I don't consider your HR more realistic than vanilla GURPS. If anything I think it's less realistic, and I already explained why.

Ze'Manel Cunha 05-23-2005 05:30 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Luther
All this talk originated from:Well, to make things short: no, I don't consider your HR more realistic than vanilla GURPS. If anything I think it's less realistic, and I already explained why.

You know, I sometimes wonder if you actually grok the point of a debate...

You said you don't believe a "hit spiral" to be realistic, that's fine, but where did you clarify what your expectation of a realistic post hit reaction is?

Luther 05-23-2005 05:36 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by enpeze
Why not reducing dodges to just one per turn? Regarding that one combat turn is just 1 sec. it seems a better simulation than dodging several times.

Keep in mind that Dodge roll's aren't multiple actions, it's one motion that puts you out of attacks' path. You roll for each attack to see how the Dodge was effective.
Quote:

Another houserule would be a cumulative -2 for each dodge after the first.
Seems too harsh. The probabilities show that a cumulative -1 for each dodge after the first is roughly equivalent to Rapid Fire.
Quote:

And for pistols or guns I would not allow a dodge at all, except maybe in lucky cases where the circumstances are in favor of the dodger, (eg. there are some objects to jump behind, like barrels or so) even if the dodger is aware of the threat.
If you don't allow a Dodge against firearm, be sure to penalize the attacker due to target's movement. It's a lot easier to shoot at stationary targets.

Luther 05-23-2005 05:38 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by Ze'Manel Cunha
You know, I sometimes wonder if you actually grok the point of a debate...

Curious, you make me feel the same.
Quote:

Originally Posted by Ze'
You said you don't believe a "hit spiral" to be realistic, that's fine, but where did you clarify what your expectation of a realistic post hit reaction is?

Quote:

Originally Posted by Luther
1) shock penalties are here for a reason

2) in the fraction of second between two blows, it's quite possible that you was already dodging the second one when hit by the first.

No reason to add a hit spiral. YMMV. <g>

cmdicely 05-23-2005 08:48 PM

Re: Active defense debate o_Ô
 
Quote:

Originally Posted by enpeze
Why not reducing dodges to just one per turn?

I prefer 1/turn with no penalty, with subsequent dodges taking some penalty (though I'm not sure of the best number for the penalty).


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