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#11 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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When I run, say, an action game or a military game, the gameplay seems to revolve mainly around positioning, mobility, and getting your shots off. What you tend to hear the most are: "I aim" or "I shoot" or "I run and gun." I'm not saying it isn't fun, it is, it's just that the maneuver choices aren't especially complex. But the whole point of kung fu games is saying things like "I make a Committed Spin-Kick as a riposte against my opponent's leg while using the acrobatic kicks perk." while the other guy says "Oh yeah? Well I shift to Defensive grip on my staff using Grip Mastery and parry your kick while side-stepping. Did I mention I have the counter-attack technique maxed? You're goin' down suckah!" And that's hard to do in the spur of the moment without slowing the game down or causing the less mechanically adept to stare stupidly at their sheet. Hence, signature moves.
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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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#12 |
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Join Date: Mar 2006
Location: Iceland*
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Note that it's probably very unrealistic to expect people who know that they are about to go into a free-for-all fight against people of multiple styles to continue to focus on just one martial art. Most competative martial arts are highly specialised and therefore have serious weaknesses when used in a situation where the rules of that sport don't apply.
Taekwondo stylists and boxers will be helpless against grapplers with a good ground game if they don't bother to learn defences and counters. A sensible martial artist planning to fight opponents with different background and training would make sure to cross-train in several styles. If he had advance knowledge of his opponent, he'd probably try to cross train in his specific style, and even failing that, it would make sense to pick up a few styles with wide application in the world of combat sports. A striking style like boxing or (Burmese/Thai/Malaysian/Other SE Asian) kickboxing; something allowing standing grapples and defences against them, such as jujutsu, judo or catch/shoot wrestling and a ground-grappling style like BJJ, sambo or Graeco-Roman wrestling.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 02-14-2013 at 02:46 PM. |
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#13 |
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Join Date: Jul 2012
Location: San Diego
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I did think about that Icelander, but I am thinking there should be some way for strikers to win, I'm just trying to think how to balance them without everyone basically being a street fighter or MMA fighter. Does anybody have any idea how to balance strikers and grapplers? Or is it just better to go from teams representing martial arts to teams representing countries?
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#14 | |
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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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#15 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Hasn't it been written around here that striking is best when it's one against many? As grappling just allows his friends to kick you at will?
Bit cinematic advantages help, especially if it only takes one hit to reliably eliminate a single foe.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#16 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Fezzik's "I've been specializing in groups" isn't entirely goofy. My experience is that players do tend to distribute their points that way.
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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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#17 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#18 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Styles that favor standing action also have their tricks. They often include the Rapid Retraction perk to avoid limb captures that lead to being dumped, and the Acrobatic Stand technique to recover from being dumped and not pounced upon. Some even limit their grappling training to Clinch and Neck Control, relying on a really high striking skill to make these perks all they need to be effective.
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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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#19 | |
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Join Date: Mar 2006
Location: Iceland*
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In my opinion, country-based or gym-based teams make more sense than style-specific teams. That being said, real MMA matches often have one fighter being better at ground-grappling and the other better at striking, or something similar. Not everyone has to fight the same way, as long as everyone is prepared for the rules that actually are in place.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#20 | |
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Join Date: Dec 2012
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It's the same story I have with folks coming from D&D to GURPS, who want a traditional fighter - "What do you mean my skill with the flail is 6-?" because they didn't invest the, oh, 10-12 points you need to have decent base skills in the most common of weapons. |
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