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#71 |
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Join Date: Jul 2009
Location: Oklahoma City
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I'm surprised I haven't read anyone take this angle:
A Beat, really, is a "shove" attack on the opponent's weapon/shield/whatever. Seems logical to me that one could just as easily set up for a Beat by doing just that—attacking it—in which case, it would take effect if the opponent failed to successfully defend (and possibly, even if he does Parry). Assuming you don't care whether the weapon ends up broken—normal attack—or that the opponent drops it—Disarm—as a result of your attack, you would effectively be doing "Knockback" on the weapon, taking it out of position.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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#72 | |
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Join Date: Mar 2013
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#73 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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#75 |
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Join Date: Mar 2013
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Uhm, I see. Too bad for me, my players almost never want to play with not-official rules from books :/
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#76 | |
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Join Date: Aug 2005
Location: Denmark
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Quote:
But I never did mess around with the technique rules. |
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#77 |
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Join Date: Aug 2018
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What if we just counted all Disarm attempts as Beats too? Like merge them into one technique? If either are underwhelming, perhaps combining them would make them more impressive?
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#78 |
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Join Date: Aug 2009
Location: Poland
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I think they're too different. Mechanically, beats are specifically ST-based (which often accompanies heavy weapons), while disarms could be both ST- and DX-based, and fencing weapons (which really don't require much strength) give disarms an advantage. If you combine those mechanics, either fencing weapons become less effective at disarming, or somehow become more effective at knocking foe's weapon away despite being rather light.
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My irregular blog: d8 hit location table |
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#79 | |
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Join Date: Aug 2018
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#80 |
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Join Date: Aug 2009
Location: Poland
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Well, there's the general (and generous) limit of 3 × minST for damage purposes. I'd extend that to Beats.
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My irregular blog: d8 hit location table |
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