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#1 |
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Join Date: Aug 2007
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Nope. Sumo is in Tai Chi Chuan too. See p. 200.
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Fred Brackin |
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#2 |
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Join Date: Aug 2004
Location: Edmond, OK
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#3 |
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Join Date: Nov 2008
Location: Yukon, OK
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I built a 3e style for Dwarven stylist that involved shield walls and such. The idea was a few weapon skills and reliance on Sumo and Push to hold the line or break through one.
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#4 | |
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Join Date: Oct 2007
Location: Vermont
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One of the styles that I practice, Baji, would certainly list Sumo in it's primary skills (and does in all of the write ups I've done of it).
Here is my most recent write-up: Quote:
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My ongoing thread of GURPS versions of DC Comics characters. |
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#5 |
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Join Date: Oct 2005
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I haven't written it up as a formal style, because it isn't, but I've used Sumo for bar bouncers, concert security types, and prison guards. Sumo seems the go to skill for people who have to shove others through doors, bar them from entry, or otherwise decide where they go without hurting them.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#6 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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It's interesting that Hoplomachia (sp?) doesn't have it. "Pushing" in the argive sense is probably outside the scope of normal GURPS combat, perhaps it's actually covered by Soldier in that case.
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#7 |
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Join Date: Nov 2008
Location: Pennsylvania
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I think there is some truth to your OP. I'm one of the only people I know who regularly make use of Sumo Wrestling. I'm currently playing a DF Knight who uses it in concert with his shield. In many instances, I feel that part of the reason a skill like Sumo (and Judo/Judo Throw to a lesser extent) gets overlooked is because the value of battlefield control (pushing, shoving; moving your opponent around) is something which is often overlooked in favor of raw damage by most people.
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#8 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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That kind of pushing isn't really handled well by Sumo, though. What you want there is covered by Teamwork, specifically:
Brace a teammate in front of him and within a yard, adding 1/5 (round down) of his ST or HP, as applicable, to his ally's score when his friend resists a slam (p. B371), executes a shove (p. B372), or suffers knockback (p. B378). This is a free action.Note that with up to three people behind you, and the Shoves with Weapons rule on p. 112 of Martial Arts, you can get some pretty scary shield presses going. If Alexander, Bedros, and Cleon, all with ST 12, brace Drusus, also ST 12, then Drusus has effective ST 18. Behind a DB 2 Argive shield, he's doing a 1d+3 shove. That's 8-18 for knockback, averaging 13 . . . enough to knock a ST 15 man back and perhaps down. If Drusus' opposite isn't braced, he falls and is overrun. These rules aren't really meant for mass combat per se, of course, but for individual combat. However, they get the point across.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 |
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Join Date: May 2012
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Sorry for resurrecting the threat but I do want to see more players use sumo as well. I was having a polish game to practice my rules knowledge and my little brother took a character and I suggested he take an unarmed skill, as he was making a character with a long reach weapon and not much armour I suggested he take sumo to push people out of the way.
It worked out alright. A lot of the enemies were raiders with knives or short swords and when they got close, he mainly used sumo to grab (he had enough skill that the lack of a strength bonus from wrestling was only a slight disadvantage) And he also didn't use damage for grabs, but mainly dragging people around and I decided to give him a strength bonus from sumo for that. Ofcourse when he did lose his weapon and tried to out sumo a knife wielder he had difficulty! Mainly due to lucky DX rolls which meant he didn't fall over when he got shoved. What I would like to make sumo better, is for it to give it's strength bonus, and give a penalty to DX rolls to stay up (i.e. Sumo at +1 gives a minus 1 to DX to resist falling down from a shove or slam, sumo at +2 gives a minus 2 to avoid falling over) Kromm's suggestions in other ancient threads regarding letting sumo wrestlers take more HP also helps them to double damage in slams to get definate knockdowns, and weapon adaptation perks to use sumo skill with a reach 2 or 3 weapon across the chest to get even more damage is helpful (as well as using it to get a bonus to shoves, going from +2 to +3 with a reach 2 or +4 with a reach 3 or large shield according to martial arts (page 112, shove with a weapon does thrust-1 + reach or DB of shield) , with a strength 10 character that leads to 4-10 damage (doubled to 8-20 for shoving) averaging 13, and potentially enough to cause strength 10 characters to go back two yards (giving a very hefty DX penalty to stay up with the above house rules...which I think is realistic, a normal dude being pushed over by a trained sumo wrestler is not likely to be standing up!) Or possibly a perk that lets sumo wrestlers base shove damage off of maximum HP to represent them knowing how to use their weight meaning they are more liekly to shove people back more than a yard. Last edited by Aneirin; 11-20-2012 at 06:18 PM. |
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| Tags |
| martial arts, styles, sumo |
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