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Old 12-03-2020, 08:16 AM   #18
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Arm Lock with and without Technical Grappling rules

Quote:
Originally Posted by EskrimadorNC View Post
Some techniques really do have to be strung together, you should be able to build a character in GURPS who can do this effectively without having to spend 200 characters on JUST unarmed competency.

Check out https://youtu.be/EElqjVt2joY?t=79 this series of techniques moves for what I am talking about.
The ones in the demo before the title card (first 3 minutes of the video) are gloriously efficient.

Most of those are (mildly to very) representable.

most lead off with a grappling parry (which parries and retains mild control of the punching limb), followed immediately by a strike. GURPS doesn't always represent the openings inherent to attacking fully, but I'd consider Riposte for this, though the restriction on the effect to "Dodge only" found on pp. 124-125 of MA is not great.

I'd probably wind up treating these as "setup attacks" but off of a parry. Every -1 to Parry is -1 to your foe's defense, declared ahead of time (in effect, this is the Setup Attack version of Riposte, but without the special cases).

So the instructor is doing a Setup-Parry with a grappling parry, making an immediate strike into the opening on his turn.

Now, GURPS doesn't penalize active defenses after a shock penalty...but it probably should for "Harsh Realism." Four points of damage would be an extra -2 to Parry and -1 to Dodge...which is why you throw that strike in there to begin with, in most cases.

That shoulder strike to what we call a gooseneck - a wrist compression - is going to be rough to model in GURPS.

There are a few moves in there that are "destabilizing" sweeps that generally lead to Takedowns...though some of them just effectively so imbalancing that even though the guy is still on his feet, he might as well have fallen down; something that is the effect of "Stun" (so Do Nothing, -4 to Defend) but requires a DX roll to recover would be interesting to represent those.

Such a move as an Action After a Grapple would go a long way to represent some of the "I have all the time in the world" stuff you see in these demonstrations, and what you see in the real world when these things work.
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