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#1 |
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Join Date: Feb 2009
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Kromm somewhere (let me find it) okayed Fast Draw for Hatchets
They might learn that |
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#2 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
*Funnily enough, three leading NPC party members of the PCs' adventuring party have used hatchets and small axes as their ranged weapons for years. And only one of them is a Dwarf. I've allowed them to use Fast-Draw, but I wasn't sure how legal that was.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#3 |
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Join Date: Feb 2009
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As promised!
http://forums.sjgames.com/showpost.p...9&postcount=28 I am very interested in aggressive parry for weapons While I was in college I studied what the guy claimed was 'English Broadsword', which may or may not have had anything to do with the English or Broadswords The main tactic in this consisted of launching hearty full driving range swings from side to side, and the basic parry taught was the same as the basic attack, you just attempt to attack through the area the other guys weapon happened to be coming from |
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#4 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
It occurs to me that for people who don't mind that Striking At Weapons doesn't actually do very much, I could whip up a version in an hour or so. Depending on the breaks.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#5 | ||
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Join Date: Oct 2007
Location: Vermont
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Quote:
You could also add grappling without putting Wrestling back in simply by including Armed Grapple and Arm Lock (Shortsword), even Special Set-Up (Arm Lock from Shortsword Parry) to make it really stand out, but I'm pretty sure all those would require a free-hand also. Quote:
To me there are two types of Armed Aggressive Parry that might each need their own techniques. 1. Parrying with the edge of the blade against your (armed) opponents wrist or hand, instead of his weapon. This is a move common in Wudang Sword. In the past I've treated this as a Stop Hit, but that's unsatisfying. 2. Parrying the weapon forcefully in order to push it out of line, like a Beat. For this second type, perhaps something like this: Forceful Parry Hard Defaults to any Parry at -2. Cannot be improved above Parry. A forceful parry is designed to push your opponents weapon out of line and create an opening. After a successful Forceful Parry, Roll a contest of your ST against your the best of your opponents ST or ST based Weapon skill. The heavier weapon receives a +1 to this contest, +2 if the difference in weight is enough to force a weapon breakage check. For every 2 points by which you win this contest, your opponent receives a -1 to all Parries until his next attack. This is cumulative with the effects of Counterattacks, Spinning Attacks, and Deceptive Attacks. If you lose the contest, your opponent takes no penalty. If you lose by 5 or more, you failed to exert enough force to actually parry the blow. Your opponent rolls damage as though the original attack was successful, but divides it in half. Hmmm... just a rough draft of course, may be too powerful for very strong fighters. Needs fine-tuning and playtesting. A feature of this method is that it works as written in Unarmed combat as well, as an alternative to a regular Aggressive Attack.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#6 |
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Join Date: Mar 2006
Location: Iceland*
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As promised, if a few hours late:
Armed Aggressive ParryAs a house-rule, I'll also allow normal Aggressive Parry to function as a Beat at -6 to skill instead of doing damage, at the defender's option. I will also have the maneuver choice of the attacker have the same effects. *In my campaign, unmodified Parries against unarmed attacks do half damage, not full. To explain more fully, the user may elect to use any attack mode legal for his weapon. If that is a normal thr mode, he simply halves the damage. If he wants to use a mode that normally uses sw damage, he can do so, but he replaces the sw damage with thr damage before halving. So you can see that this is an improvement over normal Parry damage, at least for high ST people or ones with fine or magical weapons. I suppose I'll drop the 'halving' rule to better fit GURPS and instead have damage be thr -4 or -2/per die, whichever is worse. I've resisted until now because unlike the 'halving', that hardly blunts the edge of damaging parries by Weapon Masters with Very Fine magical swords. But I suppose they earned their awesomeness, with points if nothing else. Edit: I'll have the damage be -4 or -2/per die for thrusting, but -6 or -3/per die for swinging. If your campaign has armed parries against unarmed do full damage, no one will ever want to use this technique against an unarmed foe, but you probably shouldn't change the damage for Striking Weapons or the limbs of armed foes.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 10-03-2012 at 08:29 PM. |
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#7 |
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Join Date: Mar 2006
Location: Iceland*
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Does anyone know the characteristic parts of the body targeted with butterfly sword techniques, either in Wing Chun or any other CMA style?
Is it more common to go for arms, for a literal disarming hit, or fight-ending strikes aimed at high-value targets like the neck, femoral artery or face? I've only seen modern videos of Wing Chun butterfly swords and I don't know how representative that would be of the way they'd be used if the goal was murder and mayhem rather than perfection of form and/or building wrist strength. The impression I get is that attacks at peripheral areas of the body are de-emphasised in favour of torso, neck, upper arm (brachial) and upper leg (femoral) attacks, but that just be my misapprehension.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#8 |
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Join Date: Mar 2006
Location: Iceland*
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Knife-fighting forms in CMA often make extensive use of the reversed, ice-pick or underhand grip. As a consequence, here are some ways to specialise in that grip:
Underhand Grip Defence Underhand Slash Forearm Weapon Parry
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 10-03-2012 at 10:14 PM. |
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| Tags |
| axe styles, kung fu, martial arts, styles |
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