11-15-2009, 07:23 AM | #21 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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12-02-2012, 07:49 PM | #22 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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Shield Rushes and Sweeps work well, so do running or Acrobatic Attacks that include a lot of movement to the rear of the Teamwork formation.
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12-04-2012, 04:19 PM | #23 | |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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If you can do enough damage to finish him, AOA Strong to a vulnerable spot. Or use a gun. :D
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12-06-2012, 12:01 PM | #24 | |
Join Date: Jul 2012
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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Maybe also add Neutral, Guard High, Guard Low as well as Neutral, Guard Body (head, torso, vitals), Guard Limbs (and extremeties)? |
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12-06-2012, 12:39 PM | #25 |
Join Date: Oct 2007
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
Another possible solution, non-RAW of course, would be to introduce a new combat option that would allow a fighter to gain a defense bonus at the cost of reducing his chances to hit with an attack. While DA doesn't require any sort of penalty to a fighter's own ability to defend, I can't see how to balance a defensive bonus without some sort of penalty. Other than retreats, which aren't always a good choice as giving ground may not always be an option, and AOD, which removes any ability to respond. Defensive Attack gives a bonus to defend, but at the cost of damage. Maybe an option that trades a to-hit penalty for increased defense could be introduced.
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12-06-2012, 01:19 PM | #26 | |
Join Date: Jul 2008
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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12-06-2012, 01:40 PM | #27 | |
Join Date: Oct 2007
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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Another possibility would be that instead of taking a penalty to your own attacks, you could trade a bonus to your own defense in return for giving your opponent a similar bonus, with the reasoning that with attacking from a tighter guard stance, you give your opponent more time to respond to your own attacks. |
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12-06-2012, 02:32 PM | #28 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
The Technique Design rules allow you to claim a bonus to one or several Active Defences on the turn you used a certain Technique.
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12-06-2012, 02:59 PM | #29 |
Join Date: Sep 2007
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
You're not inaccurately flailing about. You're just being more cautious, less inclined to take advantage of apparent opportunities that open your defenses, putting less force behind blows so you can you recover more easily, etc. If you can have "determination" in attack that trades some defense for attack, then it's not illogical for that to work the other way around. Just as DA gives you a sliding scale between "Attack" and "All-out Attack", a "Cautious" stance would give you a sliding scale between normal defenses (Attack) and All-out Defense.
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12-06-2012, 03:41 PM | #30 |
Join Date: Jul 2008
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
If you want a defensive grip that makes it harder to execute attacks, we've got a thing called Defensive Grip...
There's no way you can trade any possible penalty to your attack for more than +1 to active defenses, because giving up the attack entirely gives you +2. If you want to match that and attack too you're going to have to sacrifice something else, and it probably can't be small. An equivalent of Defensive Attack that takes a skill rather than damage penalty...well, I don't really buy the logic but it's easy enough to figure where it would be pegged.
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Tags |
combat rules, counters, martial arts, tactical counters |
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