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#1 |
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Join Date: Sep 2022
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Thanks for your thoughts, you helped me a lot. Now I understand how would it look. Suggestions that this skill should be hard is reasonable and I think that it's right choice. Otoh removing risk of falling on a miss is too good, but giving it bonus should do the work. Removing damage bonus sounds a little strange for me.
And now, I have some questions about parries. MA123 gives some restrictions on those: 1) you parry only low-line attacks 2) you parry once per turn 3) you cannot retreat Should I remove or ease some of those, or this is fair for this skill? |
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#2 | |
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Join Date: Aug 2007
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Still in other anime kick heavy martial artists don't suffer these limits (or soem regualr limits from MA). For example of this, Guy-sensei from Naruto teaches a "high" Jam and indeed seems to prefer it when parrying high kicks. <shrug>I tend to think that a Hard Striking skill based on kicks only isn't very reasonable. So realistic martial artists won't find teachers who know it and would have to invent it themselves. Then they'd have to start with regular Karate ad discard 75% of its' moves.
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Fred Brackin |
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#3 |
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Join Date: Apr 2005
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Players would take one look at the skill and choose Karate instead. The only way to make it worth it as a Hard skill is to take all the Kicking-related stuff from Karate and combat-related stuff from Acrobatics and glom them together.
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#4 | |
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Join Date: Jun 2006
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And yeah, there's a reason it is fairly rare in reality. But you know, this is GURPS we're talking about here, and weird character concepts are not rare. Maybe your character (or his entire species) doesn't [have] any arms.
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-- MA Lloyd |
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#5 | ||
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Join Date: Oct 2010
Location: earth....I think.
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1) Low-Line Defense (which lets you use boxing or brawling to parry low line attacks) would become: Quote:
3) this would also be another technique I would create, defaulting to either your skill or acrobatics. |
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#6 |
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Join Date: Jun 2013
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As zoncxs suggests, turning this into a penalty to Parry higher attacks and having a Technique to buy it off makes more sense. Also, while I don't think Martial Arts does this, I personally would allow a leg parry to be used against almost any kick, regardless of hit location, without any penalty for it being a high-line attack. This is because, realistically, you can use your leg to stop a kick before it's a kick, by blocking the knee or pushing it to the side, which would be best represented as a Parry. There would be a few kicks I'd allow as an exception to this - mostly jump kicks and those that are making use of Combat at Different Levels - that would instead call for the penalty.
I'd disregard this, but the iteration penalties for multiple Parries in a turn should apply to both legs for each leg parry, regardless of which is used. I'd probably keep this, but maybe have a Perk that lets you retreat on a leg parry. And, to be clear, I think my above suggestions would be fine to apply to Brawling and Karate, not just Savate/Kickboxing.
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GURPS Overhaul |
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#7 |
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Join Date: Sep 2007
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I don't think there is a real combat skill that trains kicking only and no hands. It's too obvious that someone will just close and use their hands on you.
Boxing straddles the line between real combat and combat sport, and comes from a time when the rules did not make such a distinction, so it sits uncomfortably in this space. |
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#8 | |
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Join Date: Aug 2004
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If you really want to put points into "only Kicking" buy Brawling (or Karate if you really want) up to DX level, then buy the Kicking technique off of Brawling. Technique Mastery (Kicking) may also help. |
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| Tags |
| kicking, martial arts, skill |
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