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#1 | |
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Join Date: Dec 2012
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That said, I still like there being some benefit for follow-up attacks on the next turn. The reason is that it allows for reacting to the defender's success or failure on the initial defense with out having to sacrifice skill "up front" for a Rapid Strike. For instance, there is a sword play in Longsword where the attacker strikes to the defender's left side and then, if the defender parries, follows-up with a pommel strike to the defender's right. This is very hard to defend against, but it is possible to parry the pommel strike so, if the defender manages to parry the pommel strike, the play ends with a disarm attempt that is made possible by the blocked pommel strike. The point is that each successive move is made possible and more difficult to defend against by the previous one, but only because each follow-up attack is significantly different from each previous attack. But it does not seem to be a "rapid-strike" because of the tempo and the fact that each follow-up attack is completely dependent on the defender's actions. To me, in GURPS, this would best be modeled by attacks and defenses over successive turns. Maybe this should use the setup-attack rules from "Delayed Gratification" in Pyramid 3/52, but with an additional penalty to the follow-up defenses of -1 or -2? This would make set-up attacks with multiple weapons (or different ends of the same weapon) more effective than set-up attacks with one weapon, but would still require skill to utilize properly. |
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#2 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#3 | ||
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Join Date: Oct 2007
Location: Vermont
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I really like some of the ideas in this thread.
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Another potential approach (which may also be compatible with the two above) would be to use the Reputation rules from Martial Arts in the harshest possible way: Once you've launched a specific attack at a specific location (cut to the head, for example) additional attempts with that attack are defended against at +1. This wouldn't benefit attacking with the other end of a weapon or a secondary weapon any more than it benefits attacking different locations and adding thrusts as well as cuts, but it would certainly promote a more realistic amount of variety.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#4 |
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Join Date: Jun 2006
Location: Helmouth, The Netherlands
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I use the Multitasking rules from Spaceships p.50 (each action you take after the first suffers an extra -2).
I apply this rule to attacks and defenses too. So if You attack twice and then have to defend twice these are at 0, -2, -4, -6. Players now take more often the Wait or Evaluate instead of attacking as quickly and often as possible. They can take the penalties on their attacks but want to have their active defenses as high as possible. I'm still deciding whether attacks and active defenses are of the same category or not. If they use the same skill they definitely are. But Attack with Sword skill, Block with Shield skill and Dodge would suffer from a -4 per extra action. |
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#5 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Found it. Christian's Serendipity Engine
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#6 |
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Join Date: May 2009
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I have had an idea, now someone else just needs to make it make sense.
First A makes an attack with X and B succeeds with defence Y. Now without making another action A sacrifices their ability to attack with X in order to penalised B's defence with Y. Should B be able to lower their further Defence of Y to penalise A's attack with X? I think this would help model a lot of things we see in cinema, blade-locks and sudden kicks or grabs. Would retroactive deceptive attack, -2 to to further attack for a -1 to further defences, work in this example?
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Maxwell Kensington "Snotkins" Von Smacksalot III |
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#7 | |
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Join Date: Dec 2012
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#8 | |
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Join Date: Dec 2012
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Probing Attack The attacker may make an attack with the same penalties to damage as a defensive attack. If the attack roll is successful, whether or not the defender succeeds in an active defense, roll a quick contest of the attackers Per based weapon skill verses the defender's DX or DX based weapon or shield skill (whichever is better). If the attacker succeeds in the quick contest, the attacker's next attack penalizes the defender's active defenses by -2, but only if the attacker makes an attack according to the following margin of success table: MoS of 1-2: attacker must attack with a different weapon/striker or the opposite end of the same weapon (a pommel strike following a blade attack, a butt strike following a spear thrust, etc.--must be significantly different part of the weapon, usually on the opposite end). Grapples are also appropriate follow-up attacks and may be armed grapples with the attacking weapon. MoS of 3-4: attacker must attack with any different part of the weapon. So any options from MoS 1-2 is appropriate, but following a swing with a thrust (or vise versa) or the back side of a double-bitted weapon also works. Special optional rule: a back edge attack with a two-edged sword after a swing is also appropriate, but suffers the same damage penalty as a defensive attack (simulating the weaker nature of the swing with a back edge). MoS of 5+ or critical success: any attack by the attacker following the probing attack reduces the defender's active defense by -2. |
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#9 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#10 | |
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Join Date: Jul 2009
Location: Oklahoma City
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This is how I'm handling it (plus some related extras):
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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| Tags |
| active defense, house rule, multiple attacks |
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