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#10 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
The thing is, long weapons actually do require considerably more point control and maneuvering space to realize their reach advantage. When it's impossible to trade distance for time, they're a liability. The illogical extreme is the missile weapon. Consider a pistol vs. a guy with a knife: You don't want to let the knife-user get close, least of all close enough to grab your weapon or arm, and you want to take your time and calmly aim; charging forward, blazing away is useless, as several literate Old West gunfighters bothered to write down. Something similar goes for a two-handed sword vs. a giant spider: Keep backing away, force the spider to waste its turns on Move instead of Attack, take Wait to get a shot at it each time it tries to get close, and if it manages to close in, avoid being grabbed by retreating . . . and then back away again as you whack it. If you can't do those things, then odds are you're fighting on its terms. That happens (the encounter in ISaR is cooked that way!), but making it fight out in the open where you can see it coming from a huge distance would be fighting on your terms. Good strategy regardless of weapon reach is always to try to turn the tables so you're fighting on your terms, not the enemy's.
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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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| Tags |
| charging foes, close combat, knockback, kromm explanation |
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