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#1 |
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Join Date: Dec 2010
Location: Wormtooth Nation
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Yes, for sure. This is definitely a ready maneuver. It requires at least one second, and no other maneuver fits the bill. The question is really whether it also requires a roll, and if so, a roll on what?
Refplace's suggestion of Entangle-2 would mean that you ordinarily entangle a limb at Whip-4 (for Entangle), and Unentangle at Whip-6.
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"Guys, I think maybe this whole time we've been the villains." |
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#2 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
Back a few years ago I could flip a light switch on and off 70 or 80% of the time, not sure what that makes my skill but I know a lot of people much better. So I think the Entangle defaulting to -4 is too harsh., Cracking is -4 and I think should be -2. A 2 yard whip is longer than the 3 foot snakewhip I used to own so a Ready maneuver would work fine. I would say use the same rules for Readying it for use apply to unentangling, so over 6 foot takes two or more Readies.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#3 | |
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Join Date: Dec 2010
Location: Wormtooth Nation
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Quote:
Your explanation emphasizes another deficiency in the whip rules though. The knot only stays in place because the whip is taut. This is consistent with the rule that you can only hold someone immobile for as long as the lariat/whip is taut, but the rules say keeping it taut requires a Ready maneuver each turn. It seems like Ready maneuvers would be a newb way of keeping on the pressure. The target could just take a move action to close with the whip user, and unless the whip user can reel in their whip at a rate of meters-per-second equal to the target's move, the pressure is off. Instead, the whip user aught to take move actions, dragging the victim behind them. That way the victim has to try to keep up, and will probably fall or be pulled over. In any case, the pressure stays on. I've seen this featured in westerns, though I don't recall which ones. The rules don't allow it, but could easily. Another candidate for house-ruling.
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"Guys, I think maybe this whole time we've been the villains." |
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#4 | |
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Join Date: Nov 2008
Location: Yukon, OK
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You can Move towards the subject and keep grabbing new lengths of leather. Also a Wait and grab or Retreat to maintain the tautness. And if they are faster or surprise you it helps them get free. Whips are IMO over powered in GU<RPS, but hey there cool.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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| Tags |
| entangle, martial arts, whip, whip! |
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