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#41 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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As a by the by, at this point I'm going to drop off for a bit. I've sunk too much time into this argument as is. I'll keep track of the thread, because it's interesting, but I've yet to be convinced that the philosophy of Power Grappling is off in any way. The non-degenerate examples I ran, though few in number (the Arm Lock case and the Takedown and Pin case) showed me that PG mainly allows for an effective DEFENSE against what would otherwise be a totally dominating grappling offense.
I would be happy to see examples of where non-degenerate cases, that is, characters that are reasonable, break down unbelievably due to PG. I'd likely accept nearly any character with ST from 8-18, DX from 10-14, and up to about 30-40 points in unarmed combat skills.
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#42 | ||
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Join Date: Mar 2006
Location: Iceland*
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I was simply wondering whether to split Power Grappling into one Perk which allows one to substitute ST for DX and another Perk which allows one to substitute ST-based skill for ST. I don't think you're really given your opinion on what you think about that. Quote:
I have zero problems with an Arm Lock being extraordinarily difficult to escape from once you've got a secure lock, but I can't help but think that an effective +9 to one side of the QC immediately upon grabbing the arm might be overstating it. That essentially means that a grappler has pretty much no chance to escape once a grappler of equal skill has started to apply an Arm Lock. If he fails the first Active Defence, he has already lost. If both fighters are pretty reasonable ST 12, DX 10 types with skill 12 and one of them fails an active defence, we move to a QC of 14 vs. 23. If anyone's got a handy spreadsheet to calculate that, he can see how incredibly unlikely that is. My unscientific guess is that it's well under 5%.
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#43 | ||
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Join Date: Aug 2010
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I'll certainly not dispute that I have been boiling the RAW down to 1-dimensional absurdity in order to illustrate a point. My original goal was/is precisely to find a way to change or clarify it so as to prevent similar situations from cropping up in some future game, in order to do a better job as GM. See also "Judo Throwing an Elephant".
Off the top of my head I'm not aware of any other uncapped bonuses in GURPS, I feel the change from a QC of attribute to a QC of skill is an oversight. Quote:
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I'm sorry that you think I am trying to argue with you, I appreciate your insight. Have a nice day. |
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#44 | ||
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Join Date: Aug 2010
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#45 | ||
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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A more interesting way to go - that might take playtesting - would be to look at an alternate Perk that allowed substituting DX or DX-based skill for ST in the contests to resist the effects of some of the various grappling maneuvers. Or just dispense with the Perk completely (again, free associating here rather than stating agreement or suggesting this is the right way to go) and always allow skill to add to ST for all, without the Perk, and just limit the Perk to the ST/DX tradeoff. So, by and large, I don't see the need to split them, since I see the root cause, the ability the Perk grants, as 'can apply a force multiplier to ST based on study, and sometimes - in the ST for DX case - this force multiplier is more effective than finesse and study alone.' Quote:
I've got a concept in the background here that I've bounced off of Sean and Peter...we'll see how it plays out.
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#46 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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dhc
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#47 | ||||
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Join Date: Mar 2006
Location: Iceland*
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I guess I see the ST-for-DX substitution as being a basic part of being strong and knowing how to take advantage of it, whereas I view the other as being some extremely cunning tricks that allow a veteran grappler to compete 'out of his weight class', so to speak. One is something that I'd slap on a lot of warriors who've learnt some kampfringen as the part of their armed styles, but the other is something I'd only give to those who truly master grappling and can therefore surprise fighters who feel confident in outmassing them comfortably. Quote:
Being more skilled might allow you to win against a stronger foe, but I don't want to see 'having high DX' suffice. That is completely against the direction GURPS tried to take with grappling, i.e. that it was a way for a stronger combatant to really get the value of his ST into play. Quote:
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Of course, an Arm Lock is hard to escape, but this applies as soon as you've failed an Active Defence. And a Choke Hold is not that easy to escape easy, yet that's effectively at +4 compared to an Arm Lock, which makes the Quick Contest several times likelier to go the grapplee's way. Should a Choke Hold be several times easier to escape once it's in place than an Arm Lock?
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#48 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Edit: to go from 'locked' to 'broken arm' is less than a second for (say) an arm bar or shoulder lock. To vibrate a wrist lock and break the wrist a moment's 'pop' of speed and effort. A well applied choke takes 5-15x as long just due to oxygen reserves. For an Arm Lock (and I'm thinking arm bar as the archetype here), once the arm is 'in position,' you're often putting your entire weight onto just their arm. It's nearly inevitable; almost all (not ALL, but almost all) of the defenses involve NOT allowing the other guy to get you in that place; once control over the arm is established, hyperextension and either a submission or a broken arm is almost inevitable. For a choke hold, first you have to get a secure grip on the neck; once it's in place, you have five to fifteen seconds before you black out if it's for your life. A totally clean choke hold, of course, especially one that is both a trachea and a blood choke, is both very painful and works very fast. But again, they're hard to secure...and there's much more 'wiggle room' to turn your head, pop your chin into a corner of something, loosen up the triangle, or whatever. The real question in my mind is around what the conditions have to be before you can get that 'perfect' (or 'perfect enough to make the guy give up') hold. GURPS makes this happen in, usually, only a few rolls. Grappling matches can go on for what seems like forever...and this isn't just a bunch of skill-8 dudes failing everything.
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#49 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Balance isn't my issue. Timing is. Grappling contests are, in my opinion, anywhere from 5-50x too fast to resolve in terms of how long it should take two skilled competitors to achieve their goal.
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#50 | ||
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Join Date: Mar 2006
Location: Iceland*
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I just think that rolling a successful Arm Lock and the opponent failing to defend is not necessarily the same as having successfully established the lock with the full benefits instantly. With nearly any technique that I've seen (note, though, that I probably have very low skill), there is a window of opportunity between grabbing the opponent's arm and before the lock is completed. Quote:
With both of them grappling, this can be emulated in GURPS. But if one them chooses to apply an Arm Lock after a successful Parry, that carries no risk beyond any other attack and if he succeeds, he's won. When I thought that the fighter applying it had a +4 bonus for the Quick Contest, that was fine. In going straight for a lock instead of grappling first, he had a slightly less chance of keeping hold, but as soon as the opponent failed to break free, his odds were as bad as if he had been grappled rapidly deterioated with every passing second. But now that I find out that he apparently has a +9 bonus, this essentially means that the Arm Lock is much more useful any other grappling move. Indeed, having Arm Lock at Wrestling+4 (or+6) seems like a sine qua non of all grappling characters and grappling between two men of equal skill will usually last only a few turns.
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