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#1 |
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Join Date: Jun 2013
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Just to make certain we're on the same page here, I'm specifically referring to the handling of bites. TG currently has bites roughly equivalent to two handed grapples (generating as many CP as damage rolled, meaning using full ST, albeit if untrained you have a -1 to damage relative to a two-handed grab) regardless of relative size. My suggestion was that, against foes who are the same size as you or larger, you'd basically use half the rolled damage to determine CP, functionally making such bites into one-handed grapples.
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GURPS Overhaul |
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#2 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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The way the rules are written, though, small mouths just basically get slapped with -1 DX and -1 damage per 2d of attack damage (-15% to Trained ST) per SM difference. The number of hands involved in a grapple was replaced by the new "halve it for control points." Note that Trained ST is zero at 7 size modifiers difference, halved at between 3 and 4. So a small dog or cat with SM -3 or -4 will be at -3 or -4 per 2d of damage - basically halved anyway.
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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: Jun 2013
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I just redownloaded it to make certain this wasn't in an update, but "Bigger and Stronger" gives the larger character a +1 DX and +15% to TST, with no penalty to the smaller one, and that appears to be the only instance of "15%" in the document. Was the intent that there be both a penalty (to the smaller) and bonus (to the larger), that there be just the penalty, or that there be just the bonus (as it currently is)?
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GURPS Overhaul |
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#4 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Might be a good case for a house rule, and the -1 per 2d and the 15% are the same thing, of course. The intent was to simplify by not having a double whammy, where not only is the big guy gifted with a bonus, but the little guy is ALSO hit with penalties. It would be interesting to have it reciprocal, but I wanted to avoid an instance of "recalculate everything for every pair of fighters." There's already too much recalc in the subsystem as it is; that's something I'd tweak harder in a second edition (and something I avoided in what is effectively its sequel: Dungeon Grappling for DnD)
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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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| martial arts |
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