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#1 | |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Situation is: a player character has encountered a hit-team at his home. He's already killed two with a firearm but has been disarmed by his remaining opponent who is armed with a sword.
When the assassin next attacks, and the player responds with Aggressive Parry (Brawling), can he use Disarming as opposed to trying to punch through a sword? Quote:
For that matter, if he can use the Disarm Technique, does it have to be based off Brawling, eg if he has Disarm (Sumo) at a higher level?
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#2 | ||
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
In short, moving past the sword to aggressively parry the hand or arm is very risky. If you're a cinematic action hero (and you might be!) and can absorb the -9 to -11 in penalties to do this, have at it, but otherwise, you're in trouble. What you'll want to do instead is to just do a parry, but slip around to his side and rear. You have Sumo and Brawling? You'll want to get to his rear arc and try and knock him down. If you had Judo, you'd want to do a Judo Parry with a slip to his side arc, capture his arm and utilize Arm Lock to force him to let go of his weapon. This gets loving detail in Technical Grappling, as you might imagine! Quote:
For that matter, if he can use the Disarm Technique, does it have to be based off Brawling, eg if he has Disarm (Sumo) at a higher level?[/QUOTE]
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#3 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Thank you, and yes, -10 v's a swung weapon.
But, as you say, the option would be available to a highly skilled Action Hero. Considering that this situation would be an old/ unmaintained skill and the sword is 3d+2(10), side-slipping is definitely safer than probable amputation; then he can try his current technique, Disarm (Sumo), if he's still moving:)
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#4 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Another option if you've got Sumo is to knock him down with a Sweep, then use your Brawling to do something really violent.
Sweep has the advantage of not requiring an initial grapple, and your foe mightn't have the Ground Fighting technique, putting him at -4 to attack and -2 to defend. It also give you a nice chance to Run Away, since it'll take him a couple turns to get up to chase you unless he has Acrobatic Stand.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#5 | |
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Join Date: Oct 2007
Location: Vermont
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Quote:
But you've slipped into close combat, if you stack on some Deceptive, you should be able to minimize the risks.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#6 | |||
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
Against qualified opposition, it's tough to pull off. Attack using Sweep, foe can defend normally. If you win, roll Quick Contest of ST or Sweep vs. his ST, DX, Acrobatics, or best grappling skill. In this instance, however, if your foe's ST isn't that high, and he's relying on his 3d+2 (10) (!!) to provide his oomph, it might be a pretty good option. Quote:
Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 08-12-2012 at 10:15 AM. |
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#7 |
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Join Date: Nov 2009
Location: Oregon
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The problem is that you can't keep him in Close Combat without grappling him, which risks a damaging parry. His skill is only penalized if you started your turn in close combat with him, which means he needed to stay in CC with you on his turn. This is doable if he already Stepped before his attack, and you Slipped to get in close. Otherwise, he can parry at normal skill as you step in to attack. In other words, keep him at two yards distance, Evaluating or All-Out Defending, then rush in when he steps to strike you. He could use Committed Attack (Extra Step) to strike then step out of reach, but that would prevent him from Parrying with his sword, allowing you to close the distance with impunity.
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#8 |
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Join Date: Oct 2007
Location: Vermont
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Until Technical Grappling comes out, the only weapons that get a free-disarm after a parry are Jitte and Sai.
Aggressive Parry doesn't do what you want to do, and isn't helping you here. If you had Judo, you could use that to parry, and then initiate an Arm Lock to control the sword, but Brawling is bad for defending against weapons.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
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| Tags |
| martial arts |
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