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#51 |
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Join Date: Aug 2004
Location: Wellington, NZ
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The thing is, in GURPS most combats are short enough that they (in my experience) don't get to the point where, in real life, you'd be taking a break anyway. The exceptions are longer-ranged gun fights, and those do tend to have breaks for the same reason they do in RL - people are in cover and trying to move to better positions so there's nobody in sight to shoot at anyway.
Where GURPS breaks down are duels between people of equal/near-equal ability, and struggles between large groups of people, where most of it is pushing and shoving rather than what most gamers would consider a proper attack - battlefield melees. The latter are generally best covered fairly abstractly, so don't really come under the purview of the core combat rules, leaving the former. The problem is that the former are relatively common in genre fiction and combat sports, and a good way of replicating those long duels is missing.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#52 |
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Join Date: Feb 2005
Location: Berkeley, CA
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My experience is that a typical exchange before breaking off is a single combo attack that ranges from one attack at low skill to something like 3-5 at high skill -- the time before taking a break is actually quite short.
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#53 | ||
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Join Date: Jun 2022
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The actual problem is GURPS combat is hyper-efficient. The cause of this is "combat omniscience", which every PC has... unless the GM does things to remove it, which, and trust me I've done this, garners you all the grumbles from the Players. They don't like giving up their omniscience. Even if the NPCs are under the same constraints, it's nothing but "Nope, don't like it" and "let's just go back to the unrealistic way of doing things". Quote:
The only place I don't really see it is in boxing when one fighter is either desperate, or has completely taken the measure of their opponent and is just hammering them, or MMA where relentless pounding or submission grappling rules the day. |
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#54 | ||
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Join Date: Jul 2008
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Because it's very hard to justify the latter with 'do nothing is tactically powerful'. It's easier to justify them other ways, though I don't have a model for why they'd start and stop at any given moment. (One way to partially justify them tactically under GURPS rules, but potentially a weird gamey one, is that retreat is powerful. If one fighter starts giving ground, retreating and using their step to retreat further, the other can't force the engagement to continue without fighting at a significant handicap - either using more aggressive maneuvers to keep up or using their retreat as a less-effective forward slip. Consequently, either fighter wanting to start a lull in melee can strongly pressure their opponent to grant it. This is, of course, opposite to the popular 'momentum' model.) Aside, what about the 'situation' are you supposed to be 'assessing'? In a duel, there's very little to assess and if you wanted to do so, your opponent would seem motivated to not let you. In a complex melee battle there's loads to assess, but nothing but sheer chance to create the opening where nobody's currently attacking you. (In a prolonged gunfight, of course, being in total or near-total cover gives you limited visibility but a good possibility of taking a time out.) Quote:
Street fights, on the other hand, are a really big place you would expect lulls, because in a forceful intimidation match (which is the base state of animal fights where neither party is planning to eat the other) you have to give the other party a chance to fold!
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#55 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I'll note that if you really want this, "This Last Gasp" does make tired people who have to suck wind.
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#56 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The normal trigger is, essentially, a move that combines a step back, a wait, and an evaluate. The other fighter can charge forward into that, but it's a bad idea... so you wait and try to evaluate your opponent's stance, looking for an opening.
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#57 | |
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Join Date: Jan 2006
Location: Central Europe
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#58 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Now, in GURPS terms, these guys are mostly using default skills and telegraphic attacks. The first-time newbies are also suffering unfamiliarity penalties, and tend to lose very quickly. If the "more skilful opponents" I've heard described have actual points in Combat (Sport) skills, they have significantly higher hit probability and can thus deal with penalties. So you might model this with -1 to all skills per second of continuous attacking, recovered at the same rate while not attacking. For example, a pair who are attacking each other with default DX/Easy skills telegraphically are rolling DX on their first round, DX-1 on the next round, DX-2 on the second, and so on. They'll probably want to start recovering from their penalties once their rolls get down to 8 or so, which they'll do approximately simultaneously, if they both have DX 10. But put one of these up against someone with a point in the skill, and it's very different. He starts out non-telegraphic attacking at 10, to avoid giving defence bonuses, but switches to telegraphic after a few seconds when he's worn down their defences. He has four seconds longer "combat endurance", before his telegraphic attack number gets down to 8, and is making his opponent defend with greatly penalised skills. If this isn't clear, I can do a full example. I have no idea if it's representative of skilled hand-to-hand combat.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#59 | ||||
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Join Date: Jun 2022
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But yeah, even in clubs that don't have that culture, where it's just a messy free-for-all of "I shot you, no you didn't", there are still brief clashes, lulls, then back to clashing. Unless you have a rabid rhino-hiding 'zerker. Quote:
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#60 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Because of the limits of acceptable actions in MMA. Frenzied attacking greatly increases your odds of getting hit.
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| Tags |
| combat, damage resistance, telegraphic attack |
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