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#23 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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What's key is realizing what it means to have DX cost twice as much as ST, all other abilities being equal. Consider:
Big Guy's disadvantages are -2 to hit and -1 to Parry relative to Small Guy, and not going first due to -0.50 Basic Speed. His advantages are +4 in Contests of ST, +4 swing damage, +2 thrust damage, and 50% higher injury thresholds. Without rebuilding Small Guy to use different skills and techniques, Small Guy simply can't afford to grapple with Big Guy, so he must strike. That's still not ideal, because if Big Guy grabs the striking limb (see Martial Arts for many ways this can happen), it's a short road to the limb being pulled out of its mooring and/or used as a handle for tossing/bashing Small Guy into things. What Small Guy has done, in effect, is bet points on things like being good at Dancing, Driving, Pickpocket, and Piloting. Big Guy has bought abilities that are 100% combat-related, really. He's more of a combat monster by design.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| combat, dirty fighting, kromm explanation, martial arts, new guy, styles |
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