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Old 12-24-2021, 07:23 PM   #3
Plane
 
Join Date: Aug 2018
Default Re: grappling torso w/ foot to dislodge impaling weapon from skull (Technical Goblini

Quote:
Originally Posted by Varyon View Post
Bracing your foot against whatever something is lodged in takes a Ready Maneuver (optionally, a roll against appropriate combat/fast-draw skill allows this to be a free action), and gives a +3 to ST for the purpose of dislodging it (+1 for Taking Extra Time, +2 for using leg ST).

There, done.
What are the ST rules for dislodging things though? Kinda glossed over here...

Another interesting thing demonstrated in the film is Priestess uses a reach 1 staff in a in a wide arcing motions to keep monsters at bay.

https://www.youtube.com/watch?v=YXku-0icB4k

You can see there are three goblins occupying I guess approximately the three frontal hexes, and they seem to be doing Retreat+Dodge to avoid the clumsy staff swings.

I know with a single attack you can do a Combination to do three attacks at -12 to skill, but I'm not sure if that's what this would encompass or not.

The thing about this motion is if she actually hit the first goblin, the staff would stop there and probably not carry on to threaten the 2nd or 3rd

It's only because 1st dodges that the 2nd and 3rd also need to dodge, basically, since the first target in the path isn't a target anymore.

I'm thinking this actually might be something akin to a "Whirlwind Attack" but in a far more limited form (max 3 foes)

so I would need to modify Kromm's 2007 post

Quote:
Originally Posted by Kromm View Post
Whirlwind Attack
  • Maneuver: All-Out Attack (Determined), +4
  • Combat Option: Rapid Strike, five extra attacks (a total of six, for the six hexes around you) is -6×5 = -30, but halved for this being cinematic and the user being Trained by a Master or a Weapon Master, -15*
  • Drawback: All you can do this turn (no further Rapid Strike, DWA, Fast-Draw, etc.), +1
  • Drawback: Can't combine this with other techniques or special skills, +1
  • Drawback: Can't step, can only turn in place, +1
  • Drawback: Limited to swings at 1 yard in a fixed order against all foes, +1
  • Drawback: Multiple critical misses on any critical miss, +1
  • Drawback: Must accept random hit location, complete with penalty, +1
Default = 4 - 15 + 1 + 1 + 1 + 1 + 1 + 1 = -5
as follows
  • Maneuver: All-Out Attack (Determined), +4
  • Combat Option: Rapid Strike, two extra attacks (a total of three, for the three hexes in front of you) is -6×2 = -12, not halved for this being cinemati
  • Drawback: All you can do this turn (no further Rapid Strike, DWA, Fast-Draw, etc.), +1
  • Drawback: Can't combine this with other techniques or special skills, +1
  • Drawback: Can't step, can only turn in place, +1
  • Drawback: Limited to swings at 1 yard in a fixed order against all foes, +1
  • Drawback: Multiple critical misses on any critical miss, +1
  • Drawback: Must accept random hit location, complete with penalty, +1
Default = 4 - 12 + 1 + 1 + 1 + 1 + 1 + 1 = -2

The +6 in drawbacks and +4 from determined really help...

Although I'm thinking maybe instead of basing it on Determined (no defenses) someone like priestess might opt for a +4 from Telegraphic Attack (she doesn't mind if the goblins dodge) and maybe base it on a Committed Attack at most (-4 to parry with the staff, -2 to dodge counterattacks) instead of All-Out.

Being able to use Telegraphic Attack option might be a violation of 'can't combine with other techniques or special skills' though, not entirely sure. Telegraphic isn't quite a technique or skill , so maybe combat options like Mighty Blows and Telegraphic Attack and similar are still on the table?

Im' also thinking "can't step" might mean you can't do a retreat. I'm not entirely sure since Whirlwind is based on AOA so you can't defend anyway so there's no need to elaborate on that, but it matters if you base it on a different attack maneuver.

It should probably say "cannot change hex" or something though since AOA uses MP (not steps) anyway.

I don't quite understand how "first foe critically succeeds at his dodge so you automatically critically miss your following attacks" works conceptually though, I guess the goblin dodges in a way that causes you to smack yourself with your own staff, and then you smack yourself w/ your staff extra times for the other two goblins?

- -

Im actually thinking another drawback (might be worth -1) of "you can't make your followup clockwise or counterclockwise attack unless the first attack misses or is dodged" representing how they would be cover for each other.

that's not a drawback for the normal Whirlwind Attack where if you do a non-crit miss or it's stopped w/ a non-crit defense, you still get your followup attacks

the only way I'm thinkiing you get the followups on a non-defended hit is if your swinging attack either results in knockback or it goes "all the way through" cutting the goblin in half, sort of the like the Extreme Dismemberment rules for 2 wrists 1 weapon from MA136, and there the 1st goblin would work like cover DR for the 2nd goblin

that better emulatres "one single swing" rather than "a series of three swings as I spin"

Last edited by Plane; 12-24-2021 at 07:26 PM.
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Tags
change position, goblin slayer, grappling encumbrance, technical grappling, weight advantage


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