Some Focused Defense questions for playtesters
Focused Defense is an interesting option for simulating many styles, but it raises many rules questions. Some questions for people who were in the GURPS Martial Arts: Gladiators playtest:
* Is Focused Defense really intended to let you use a reach 1 weapon like a Thrusting Broadsword in Close Combat with no penalty except the -1 parry for parrying with a refused side, and reduce the penalty for a one-handed Spear from -8 to -4? That is probably realistic, but it seems to make the Close Combat technique obsolete for Reach 1 and 2 weapons. * What does Focused Defense do to minimum Reach? As written there is no effect, so a Reach 1,2 rapier held in a refused hand becomes Reach 1. Why did they rule this way? * Can you combine Focused Defense and Cross Parry to get +2 to your defense with the leading side? I've never seen a Cross Parry done while refusing one side, but that doesn't mean its impossible. * By the RAW, you cannot Block in Close Combat (p. B392). But gladiators relied on parrying with the shield, so a gladiator with his sword hand refused cannot attack without stepping into Close Combat and giving up his Block. Was this intentional? Is that rule realistic? Some of these questions were discussed in this thread but not conclusively. |
Re: Some Focused Defense questions for playtesters
Regarding the Close Combat Technique: it wasn't a very good investment the day MA came out. It would've made sense with the Basic Set interpretation of CC, but not the 'CC starts when you start in CC on your turn, if you don't somehow step out'.
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I'm not sure what you mean about rarely needing to use long weapons in Close Combat though. You could always step out of Close Combat, but once you or your opponent have grappled you sometimes want to use the weapon in hand and not waste a turn drawing a knife. |
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I'm sympathetic, because I spend two years practicing a martial art which uses lots of unarmed techniques when you have a weapon in hand. Realistically, such techniques get a lot more practical after you parry (if Joe parries Pierre's Reach C stab with Judo with contact, Joe just has to turn his hand and squeeze to grapple ... still risky but more likely to work than throwing himself at the weapon arm from reach 1), but GURPS doesn't reflect this detail. You can step in with a butt strike (Reversed Grip) or pummel to avoid the chance of your hands being parried then grapple the next turn if they don't get out. |
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And while theoretically having a wall behind the defender, or successfully grappling him, would prevent stepping/retreating out of CC, take note of these two facts: Retreating need not be directly backwards; having grappled the swordsman requires passing the grapple check, hoping the parry misses, and hoping the sword misses if the parry succeeds. Things get worse when the CC character is a non-grappler. 'Knife should go into CC because swords are not CC weapons' was sound advice in the age of Basic Set. With the FAQ/MA addition, non-C weapons are disadvantaged only and only if the swordsman (etc.) is already immobile, which usually means he already got successfully attacked. |
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Additional Note: While we did discuss Deny Left and Deny Right, we mostly seemed to agree that they worked as-is and spent more time on the authors' Deny Lower idea, which was eventually ruled to be more appropriate for sport wrestling and kind of irrelevant to deadly combat (outside of special cases such as fantasy minotaurs). |
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