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Originally Posted by EskrimadorNC
I probably should have been more clear, but I'm talking about standing grappling, and using locks to force a standing opponent to turn his kicking leg into his load bearing leg. You can't kick with a leg that is bearing more than 50% of your body weight. Again, that may be below the resolution of GURPS rules, but is a key component to not getting kicked while in a standing grapple. I've learned this the hard way as a handful of the people I train with have TKD backgrounds and will kick the living **** out of you instinctively, even when you have them in a standing joint lock, if you don't force their body weight over whichever leg it makes the most sense for them to kick you with.
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That's still application of weight advantage in the TG terms; I don't believe it's precluded because of standing.
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They are, but TG makes it pretty explicit that you can't use Hands Free parries against strikes...only against grapple attacks.
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As far as I know, we specified grappling attacks because so does the box on p. 122 of Martial Arts, with the emphasis in the original:
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Originally Posted by Martial Arts, p. 122: What is...a Parry?
"Not all parries involve limbs, either. If you parry a
grappling technique (e.g., Judo Throw or Piledriver)
using Boxing, Brawling, Judo, Karate, Sumo
Wrestling, or Wrestling, you can opt to “counter” –
twist or sprawl so that your adversary’s technique
fails – rather than slap away your enemy’s hands.
This doesn’t require a free hand. It resembles a
dodge, but it’s a parry in game terms."
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So it's grappling in TG because it's grappling in MA (this was a cursory search, though - I have to run and get my kids to school).
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Again, in my experience, at least when a joint lock is involved, you can totally use the locked limb to short-circuit striking attempts by your foe. It hasn't come up in the games I run, but if it did, I would allow a hands-free Judo/Wrestling/Sumo parry if you have a foe in a joint lock. If it's just a simple grapple, that might be a harder sell, though.
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For me, this is best represented by *spending control points* to interfere with a foe's attack. That's always allowed, IIRC. We use pain compliance from a joint lock to keep foes off balance so they can't kick or punch as well, usually by walking them around.