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#31 |
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Join Date: Mar 2006
Location: Iceland*
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Yeah, but it's significantly easier if you have a major advantage over your opponent at something, such as Big Guy has over Small Guy in grappling.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#32 |
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Join Date: May 2009
Location: WA
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High Move/speed.
Enhanced Dodge Enhanced Move. Dodge + Run Away
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Nothing to see here |
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#33 |
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Join Date: Sep 2006
Location: Seattle, Washington, USA
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Yup. I'm currently playing a mage in a fantasy game. He carries a staff, but has yet to swing it at anyone (the game has been going on for ~2 years now). It's all about being able to parry the first swing... after which he outruns the armor-plated mook swinging the pointy thing IMO, if you're going to buy down ST, spend the first 10 on +2 move.
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What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass. ― William Lamb Melbourne |
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#34 |
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Join Date: Jun 2007
Location: Brazil
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While I agree with some arguments here, I'm skinny and problably ST bellow 10, I never be strong and never win strength contest. But I already train Jiu Jitsu and I often put down most of the newbies "big" oponnents without too much effort. I only get in throuble with the experienced and the very faster.
I run some fights a year ago, and some high DX guys don't where touched by the big ones because of high skills and high basic move. Although neither has any attribute bellow 10.
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GigaNERDs
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#35 |
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Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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If you can, use a shotgun.
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#36 |
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Join Date: Jan 2009
Location: Kosice, Slovakia
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How about this one:
[25] points --------------------------- Attribute Modifiers: ST-2 [-20]; DX+1 [20]. Secondary Characteristics Modifiers: Basic Move+2 [10]. Advantages: Flexibility [5]. Perks: Technique Mastery (Arm Lock) [1]. Disadvatages: Callous [-5]; Skinny [-5]. Skills: Arm Lock (A) Judo+6 [6]; Brawling (E) DX+2 [4]; Judo (H) DX [4], Evade (A) Judo+5 [5]. Your main "damaging attack" is to parry and then use Arm Lock. With a base-DX 11 it is at 17, thus you can inflict some serious damage with it and with a broken opponent's arm - the fight is usually over after your first successful attempt. Arm Lock is my favorite technique because even with low ST you're not relying on brute strength and/or melee weaponry. You have Brawling for striking (and with damage bonus, because every +1 at 1d-3 counts). Flexibility to help you to get out of enemy grapples and to fit in narrow escape routes where those bulkies won't follow. Pretty nice defense/runaway when anything goes wrong with high Evade and Move. If you would like to spend more than [25] point-budget on this, I recommend to learn Wrestling for another +2 ST bonus which will be very helpful in your case. You will be at 13 "grappling ST" and that would quite surprise me if I would be fighting a small-skinny-weakling-pile.
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Show weakness to hide your strength.
Last edited by Xan; 05-31-2009 at 05:08 AM. Reason: Arm Lock (H) typo |
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#37 |
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Join Date: Nov 2006
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I'd use a fistload or sap to improve damage a bit and focus on hit locations that are unarmored (face, groin). With a fistload at least the ST 8 guy will do the same dama as a ST 10 guy with brawling...
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#38 |
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Join Date: Nov 2006
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#39 | |
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Join Date: Jun 2007
Location: Brazil
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Quote:
Can I suggest this modifications? [25] points --------------------------- Attribute Modifiers [0]: ST-2 [-20]; DX+1 [20]. Advantages [5]: Flexibility [5]. Perks [1]: Power Grapple [1]. Disadvatages [-10]: Callous [-5]; Skinny [-5]. Skills [26]: Brawling (E) DX+1 [2]-12; Judo (H) DX+5 [24]-16; Techniques [3]: Arm Lock (A) Judo+3 [3]-19 With Judo 16, the parry score goes to (16/2)+3 = 11. It's more reasonable to parry retreating or with double parry option (14 and 13, or 16 if use all together). Then use a arm lock with deceptive attack option (We all must remember, this is an attack so your hand can be parried by a weapon) down the skill to 11 (-4 to parry) or 13 (-3 to parry, but better odds to roll). In the next turn he ca break free, so Power Grapple helps you doing a ST+5 (13) againts *whatever*-4 from the attacker. At the end, on the your next turn, broke the arm with a Arm Lock-18 vs best of the attacker ST or HT. Brawling is most for some backup or to hit the groin after a succesfull crippling arm lock, use this with a knee strike you you grapple the oponnet from the front, this exchange the -3 from hit location to a mere -1 from the technique, rolling a 11 (good enougth). Remember, your opponent is grappled, so he defend with -4. You can enhance the chances to hit with Telegraphics attacks too. you have a skill 16, to avoid been grappled, and if its not suffice, you can break free with ST+5(Judo)+3(Flexibility) or 16! If you insist in avoid fight some times, drop Judo to 15 and maximize evade (Evade (A) Judo+4 [4]-19) and exchange Flexibility to +1 Move. You will have -1 in all rolls above, and break free with 13, but can avoid almost any fighter.
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GigaNERDs
Last edited by giganerds; 05-31-2009 at 08:32 PM. Reason: Wrong stats |
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#40 |
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Join Date: Jun 2007
Location: Brazil
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Another possibility is base the character in a weapon like smallsword with a stick and make arm locks with it. It's not strength dependent and receive a +2 bonus in the contests.
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GigaNERDs
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