|
|
|
|
|
#1 | |
|
Join Date: Mar 2006
Location: Iceland*
|
Quote:
That is, you can convert your wait into an Attack and an Extra Attack, but you can't make your Extra Attack and then Wait.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
|
|
|
|
|
#2 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
The main reason for not charging past a front line defender in GURPS is the risk that they'll turn around and whack you in the back. Of course, if you have buddies, they can in turn whack the defender in the back, so this is a somewhat limited threat. The fact is, real-world 'tanking' is mostly about being in the way -- take a wait, and if they run forward, step into their path and attack them. Even if your attack fails to stop them, they can't continue without slamming in to you. In reality, it's very hard for a single person to 'tank' except by being too dangerous to ignore (and even that rarely works against more than one foe at a time), it's more the role of a line or formation of multiple people (defensive/offensive line in football, say, or a shield line).
|
|
|
|
|
|
#3 | |
|
Join Date: Jan 2006
Location: Central Europe
|
Quote:
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
|
|
|
|
|
#4 | |
|
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Quote:
I'm not saying your quotation of RAW is wrong. It's just something that feels like a change would be a good addition to a fighter's capabilities.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
|
|
|
|
|
#5 | |
|
Join Date: Mar 2006
Location: Iceland*
|
Quote:
If taking Extra Attack for 25 points conferred this ability, no fighting character would ever not take it. That is an indication that it might be overpowered.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
|
|
|
|
|
#6 |
|
Join Date: Aug 2007
Location: Vermont, USA
|
Kromm's Armed Interdiction technique allows you to make attacks against someone who moves past you within reach of your weapon. It defaults to Parry-2 so you can make as many armed interdictions per turn as your skill will allow.
It's loosely based on the Trip technique (p. MA81) which also allows you to intercept people who move past you. |
|
|
|
|
|
#7 | |
|
Join Date: Nov 2008
Location: Yukon, OK
|
Quote:
|
|
|
|
|
|
|
#8 | |||
|
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Quote:
There really isn't that much benefit to this. I can already take a Wait, and then use my attacks later. And honestly, the rules say Quote:
I could certainly do a Wait, and then when that Wait is triggered, Attack and use my extra attack on the person who triggered the Wait. If another bad guy is next to him, I can attack the first guy and then the second guy after the Wait is triggered. So really, the real trip here is that you may only select one maneuver per turn without ATR. Wait, Attack, etc. are maneuvers . . . but so is Feint. That makes what I'm trying to do more akin to Rapid Strike (two attacks, against different foes) but spaced through your turn, perhaps. Or just saying that a turn is a full second long, and that you may Attack anyone in your reach during your turn, even with Extra Attack, subject to normal restrictions (see below). Quote:
The only thing this does is allow you to apply the rules for Multiple Targets (Martial Arts, pp. 127-128) to any foes who enter your reachable area during your turn (rather than who are already there at its beginning), and given that you have to "waste" an attack if the targets aren't in adjacent hexes, it means it's VERY specific in only allowing this on a target that enters the hex immediately left or right of your current foe. Even THEN, if he's entering that hex and it's a SIDE hex, you can only attack it with a Wild Swing. So no, it's not overpowered. I still acknowledge that it's not strictly rules-legal at the moment, for reasons above. Kromm's Armed Interdiction says that such a thing is cinematically possible. And "cinematic" doesn't mean "can't happen in the real world." It means "worthy of the movies," which focus on larger-than-life exploits, some of which are unlikely or difficult, but doable. This use of Extra Attack in a limited circumstance (you can Wait to use it, but rules for facing still apply, as do the rules for Multiple Targets) is so comparatively trivial that I'd still allow it as-is. The only thing I could see doing otherwise would be tweaking/borrowing the Rapid Strike rules, and saying that you can/must do Rapid Strike on the Extra Attack to guard for this sort of thing. The first -6 is "wasted" on an empty hex, but that allows you to attack any enemy that enters any hex but your rear one at -6 when he enters your ring. It would not obviate the facing rules (skill capped at 9 for Side hexes) but would replace the normal -2 for attacking into those hexes (already more than accounted for with the -6).
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|||
|
|
|
![]() |
| Tags |
| advice, combat rules, interdiction, tank, tanking, technical solutions |
|
|