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#10 | |||
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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My reply got too long, so it's broken into two pieces...which naturally appear on two pages.
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But if you're doing a grabbing parry, you get two chances back-to-back. You parry and secure a few control points - usually not many. But then it's your turn, and you get the opportunity to attack into an already-established grapple with a Lock. That lock: * Is usually bought up, since of course you buy up Arm Lock. If you buy it up to Skill+4, you'll also benefit from an extra point of Trained ST regardless of your chosen skill, since all skills get +1 to Trained ST at DX+4 (Wrestling gets +3!), and if you were already high in skill, you get another +1 for each 3 points of relative skill. * You suffer no hit location penalties, because you've already grappled that location. So one of the biggest sinks of skill (overcoming location penalties, even though they're usually halved for grapples), is not operating against you. * You are attacking, and so can and should leverage change position to slide into the side arc (rear if you can). If this is successful, they defend against your lock at a further -2. Attacking into your side arc (for the bad guy) is at -5 AND skill is capped at 9: it's considered a Wild Swing. So you're at -5 to DX to punch, -7 to DX to kick, and both skills are capped at 9. You can also spend CP to reduce his skill roll even further, or boost your own defenses. * Attack to gain extra CP, which impact the guy's actions next turn. * If you're much more skilled than the other guy, you should leverage the Riposte option (MA pp. 124-125) to make it even harder for your foe to resist your follow-on arm lock on your turn. Overall, if the sequence for a prospective joint lock is "I grabbing parry, stay in front of my foe, arm lock, still stay in front of my foe, wait for his attack, arm lock again STILL staying in front of my foe, etc." then the fighter is not exploiting all of their options. The key one to not getting biffed by the other guy is achieving the side arc. This is - perhaps usefully - subsumed into many things in non-TG GURPS, but it's available, and really important to avoid the kind of counter attack you're describing. Making your foe's attacks at -5/Wild Swing is a big deal.
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| Tags |
| arm lock, martial arts, technical grappling |
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