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#1 | ||
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Join Date: Apr 2005
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I also houserule (pretty sure it's a houserule) that beats apply both to defense and offense with that weapon. It seems odd that you could physically force a weapon away to the point that it's harder to defend with it, but posing no impediment to attacking with it. |
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#2 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#3 | |
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Join Date: Aug 2009
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However, thrusts would be harder, since I'd have to realign my sword properly to thrust it into yer gullet. |
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#4 |
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Join Date: Aug 2004
Location: Austin, TX
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The sample hero isn't well optimized to take advantage of beats. If you drop his DX to 12, increase his ST to 16, and change his weapon skill to DX+2, then his Feint stays at 18 but his Beat goes to 20.
In my DF game, monsters like Ogres (ST22, DX12, weapon skill 15) can't feint through the PCs' defenses, but they can certainly use Beats to knock weapons away. |
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#5 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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We already know that Beats are good if you're strong, that's not the point of this thread. The point is that a character who is equally competent at both Beat and Feint, the clear choice is Feint, or so it seems to me. I want them to be equally valid tactical choices, and I want to know if that means I need to make a house rule or not.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#6 |
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Join Date: Dec 2009
Location: Rostov-on-Don, Russia
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You're right, Beat is the choice of Tough guys, but Beats can still be good for everyone.
First, Beat cannot rise opponent's defense score like Feint can. Second, your friends can benefit from your Beats. Character and situation described is optimal for Feint, not Beat. If the combat is two vs. two guys, you can Beat the hell out of Tough guy and your friend can finish him. |
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#7 |
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Join Date: May 2007
Location: Right Here
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I have a player whose character, by design, is really big, by not very skilled (compared to other heroes that is). He is 17 strength, and only a 12 skill, with nothing in his feint. (He has no formal training as a fighter, he is justa big guy, not too smart, who loves animals, who, over time, self taught how to swing a big, wooden club; two handed axe/mace). For him, a beat is an excellent option. This is what it was created for, to give some one like this, with a character concept, a means by which to break through the defenses of others with out having to rely on skill or dex.
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I am not most people. If I were, there would be a lot more of me. |
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#8 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Just to belabor the obvious, what kendo/kenjutsu and fencing call a 'beat' is a DX-based Feint or Deceptive attack, not a GURPS Beat.
In GURPS, a Beat is a frackin' SMASH. It's designed, I think, for ST15+, often 20-30, with Ogres and Giants in mind. (I have done both fencing and still do hwarang kumtoogi and bongtoogi; these moves are definitely DX-based)
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#9 |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Can someone point me to the 'beat' rule in the 4e books? Or is it in Martial arts?
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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#10 |
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Join Date: May 2007
Location: Right Here
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I think it is found in the martial arts.
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I am not most people. If I were, there would be a lot more of me. |
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| Tags |
| house rules, martial arts |
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