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Old 04-18-2020, 12:50 AM   #67
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Fixing round length in GURPS

Quote:
Originally Posted by Say, it isn't that bad! View Post
From what I remember from karate class, someone waiting for you to attack is very obvious; it's just a matter of who has the most patience (or in a real fight, presumably, who cannot wait).

Some anecdotes: Your opponent's arm will be slightly out of place, but are they feinting, or is there an actual opening you can exploit? And if it is a feint, can you still take advantage of it? Their feet are slightly out of sync with their arms, but you can't move in to capitalize on it, because you're slightly too far back. And so on.

A lot of RPGs are much more static than "actual" (practice) combat, including GURPS (albeit to a lesser extent than most). The circular motion you get in any fight that goes for more than 2-3 seconds just doesn't generally happen (in RPGs).

Also, this thread has managed to dig up memories from many years ago. :)
While Karate was a single style in GURPS Classic Martial Arts there are clear variants in GURPS Martial Arts (4e) so your experience with what ever variant you learns may not be true for all variants of Karate.

See the GURPS wiki's GURPS Martial Arts for a long list of the styles in both books.

Also cinematic styles such as Ranma 1/2's Musabetsu Kakutō Ryū aka Anything Goes Martial Arts (effectively a beefed up satire of Jeet Kune Do) have a Wait state that give the impression of not being ready at all.

While most of the "Techniques" in Musabetsu Kakutō Ryū are jokes that would work only on the very gullible (Hey, look a 10,000 yen note ie about $9 US behind you) the style there has some really insane ki manipulation techniques.

I originally wrote up Mousse for 4e using GURPS Classic Martial Arts and have fully brought him up to 4e on the GURPSwiki
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Last edited by maximara; 04-18-2020 at 01:07 AM.
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