|
|
||||||||
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
|
#1 |
|
Join Date: Mar 2006
Location: Iceland*
|
I've always seen the 'next turn' wording as problematic. As evidenced by Fairbairn, there are real world styles teaching one to follow up a move within the same second. Sure, for some moves, it makes less sense, but for others, the reaction time of the foe is of no importance. When trying to apply an Arm Lock, the less he can react from the time you grasp him and until the time you have a secure lock, the better for you.
It doesn't make sense that preternaturally fast supers with Altered Time Rate or even just extremely skilled mortals are prevented from doing a grab and throw/lock/etc. in one turn instead of two. When a normal person is using Rapid Strike to do so, he is already at a -6 penalty. That is already enough to make an expert as bad at something as a diligent dabbler or beginner. There is no need for a flat-out denial of the attempt at all.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
|
|
|
|
#2 | |
|
Join Date: Nov 2008
Location: Yukon, OK
|
Quote:
|
|
|
|
|
|
|
#3 | |
|
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Quote:
What I'd suggest is what Sean and Peter, if I understand it correctly, actually did. Go watch martial arts fights and trainging videos with a stopwatch. It's going to be hard to tell when one person's turn starts and the other ends, but I bet you found what I did when I timed myself: Things really do take about a second to do, even for the masters.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
|
|
|
|
|
#4 | |
|
Join Date: Nov 2008
Location: Yukon, OK
|
Quote:
My problem is the comparison and even more that no exception is made for ATR or other options. I can see a grapple and throw as requiring two maneuvers rather then just two attacks. But to say that a speedster cant do this in one turn, even fighting another speedster bothers me. Heck I would be ok with a Wuxia guy being able to do it too, though I would have less complaint if he was forbidden. ATR though does not give you an extra turn just an extra maneuver. I think I will just house rule it for myself and if I am ever in a Wuxia or Supers playtest (rather then a realistic combat one) I will push for that to be published. I think the extra maneuver thing balances it out but what does anyone else say? |
|
|
|
|
|
|
#5 |
|
Join Date: Aug 2004
|
I would guess this was actually an oversight, or even pre-4e language not getting fully updated (similar language existed in 3e). ATR, Extra Attack, and AoA (Double) should, realistically, allow a grapple followed by a Judo Throw in the same turn. (Reasonable offered rationalizations aside, of course.)
|
|
|
|
|
|
#6 | |||||
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
Quote:
Interestingly, Quote:
Quote:
Leg Grapple also has a passive effect that occurs on the next turn, and once again I see no problem with that. Quote:
MA66 establishes that strangling is a grapple follow-up, which, again, according to B370, you 'may attempt the [following moves] on subsequent turns'. All this taken together makes me conclude that the references to the following turn have a hidden '(unless you can perform multiple attacks for some reason)' attached, because there are rules explicitly allowing one to instantly perform the follow-ups, even though follow-ups are commonly said to only work on the next turn. |
|||||
|
|
|
|
|
#7 | |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Quote:
|
|
|
|
|
|
|
#8 | ||||
|
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Quote:
And they taught "immediate" follow-up, sure, but it's a stretch to say they taught it "in the same second." Heck *I* am taught to move from grapple to lock to break/throw in a continuous flowing move, and I've been training very specific versions of this for near-on ten years, in Hwa Rang Do. I was very sure that the "grapple, or parry, then lock, damage, and throw could be done in one move, in less than one second. So I timed myself, without a partner (which is faster than with one). The fastest I ever did any of these react, lock, break/throw combos was 1.1 seconds, typically more like 1.25 to 1.30. 1.4 wasn't unknown. And that was just getting me into the position whre I'd finished the move; the invisible partner certainly didn't have time to land. And this would be "Judo Art," which is with a willing partner, or at least one who's not going to try and shoot you, knife you, or kick you in a nads. These moves DO NOT WORK RELIABLY in hot combat against a trained and aware foe; they DEFINITELY DO work when you've got the other guy by surprise, or he effectively AoAs. Presumably that's why Sykes and Fairbairn stopped teaching them. Quote:
Quote:
Quote:
I was taught that the lock IS the damage; it's a matter of degree. So doing both a lock and applying damage in a Rapid Strike doesn't faze me. And most of the "throw from lock" stuff is really throw+damage, and the foe elects Breakfall. I know about 200 various lock/throw combinations from my Hwa Rang Do training, though if I tried to take all of those combos and convert them into GURPS, it would likely "degenerate" into only a few styles of Combination, mostly Arm Lock+Damage or Leg Grapple+Takedown, if I had to guess. Some of them are straight up Judo Throw. But by and large, my experience tells me that the "throws" are mostly Breakfall, since a REAL break would not throw the foe. There are a few exceptions where the break happens DURING a throw . . . but GURPS has a mechanic for that too, called "damaging Judo Throw."
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
||||
|
|
|
![]() |
| Tags |
| martial arts |
|
|