11-11-2014, 02:19 AM | #41 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
Your Last Gasp also seems like a move towards trying to get a cleaner correspondence of in-game and real-world endurance limits during combats, running etc. That being said, things like Luck/Wildcard/Destiny Points are so metagame that they neither can nor need a RW-conversion, unlike e.g. ST/Basic Lift and other Attribute/Attribute-derived stuff. |
|
11-11-2014, 02:45 AM | #42 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
Quote:
I'm highly suspicious not of the fact that arm locks got nerfed, but how and when they got nerfed: There was 3e. Then came 4e. Arm Lock kept its +4 to Resist Breaking Free. Kept the cumulative -1 to break free. Kept the -4 to defences (which is twice the usual penalty for being grappled, quadruple for Dodge). Kept the ability to use on a Parry. Kept the passive nature of damage-infliction that doesn't require you to spend actions to maintain it. Martial Arts came, and didn't change that, and even allowed arm locks with one hand (albeit without this +4 to hold and the cumulative -1 to break free). When people asked questions about the total +9 to resist breaking free when using two hands, the officials said something along the lines of 'Arm Locks are terrifying IRL, game mechanics working as intended, not a bug'. And then came TG. Which removed all of the aforementioned special effects from Arm Lock. And then added the fact that doing damage with it always weakens your grip. And then added the fact that if you fail an Active Defence against someone's attempt to break free out of the arm lock, then the limb is no longer locked, even if you still have over 9000 CP against said limb (and this makes Committed Attack and All-Out Attacks an even bigger no-no than before, because bye-bye Active Defences, which are required to prevent the target from breaking free in TG). That's a very sharp turn, totally out of the blue. It would be understandable if arm locks were being nerfed gradually over the course of Basic Set -> MA -> FCCS -> TG. But that was not the case. Similar thing about the mutuality of grapples: back in the day, officials pointed out that if A got a hold of B's body, that doesn't realistically mean that B got hold of A's body. That if A grappled B, then A enjoys free groin targets on Knee Strikes, but B doesn't. Such as this post (one of the easier to find): Quote:
----- I certainly don't want any approaches to be irresistible IWin buttons. But when something is presented and repeatedly defended as appropriate and realistically reliable, then suddenly gets nerfed down to the ground, that certainly doesn't look like a consisted and thought-through policy. If something is overpowered, it's reasonable to expect it gradually toned down with relevant supplements, not reinforced several times then retroactively declared the enemy of the state and burned. Last edited by vicky_molokh; 11-11-2014 at 02:49 AM. |
|||
11-11-2014, 04:05 AM | #43 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
11-11-2014, 04:10 AM | #44 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
11-11-2014, 04:14 AM | #45 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
That's nice. They are metagame constructs - thanks for proving my point.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
11-11-2014, 04:21 AM | #46 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
Actual point: the fact that the arm becomes no longer locked even if there are CP remaining against it is not a reduction of an overpowering bonus, it's a nerf into the ground out of the blue after three books (Basic, MA, FCCS). Luck points are. Basic Lift, Move, and other secondaries/attributes aren't; we do not have metagame Estimated Massiveness Units, Combat Square Units, GURPS-o-turns of unidentified length, we use real-world pounds, yards, seconds etc. The fact that threads trying to benchmark the rest of the system exist is the proof that those aren't purely metagame traits like Destiny Points. |
|
11-11-2014, 04:27 AM | #47 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
These impacts are all also easy to visualize. And if you say "an 8 CP grapple is about as effective as a regular GURPS grapple at -4 to DX" you have the only equivalency possible in something totally defined by game mechanics. CP are an abstract quantification of control, like HP are an abstract quantification of damage. If you don't like them, that's fine - but they're a narrative aid, not a hindrance, because they allow wider variety of result than the standard rules. I state this having played the system over and over, and had play reports sent to me, and seen that the mechanic works for what it's designed to do.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
11-11-2014, 05:07 AM | #48 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
[QUOTE=DouglasCole;1835743]These impacts are all also easy to visualize. And if you say "an 8 CP grapple is about as effective as a regular GURPS grapple at -4 to DX" you have the only equivalency possible in something totally defined by game mechanics.[quote]And this is what I find not to be so easy. I can easily visualise 'A is grappled by B', or, with some greater effort, 'A is in an arm lock from B' or 'A is pinned by B'. I can also convert back from descriptions into game effects, which would result in a grapple, mutual grapple, arm lock, pin etc. For a two-armed human, it seems borderline impossible to confuse a standard arm lock (both arms holding enemy arm in an 'awkward' position) with a standard pin (arms holding the torso, enemy pressed to the ground and immobilised); things get slightly more complicated with addition of full MA rules, but they're manageable. I find it very hard, likely impossible, to visualise what does it means that 'A has 2 CP vs. B', and how it differs from 'A has 3 CP vs. B'. It's also very very hard, likely impossible, to take a look at a description or video of a grapple and figure how many CPs it has. Quote:
When I hear the GM describe a combat with no numbers, I can usually make sense of what is happening; the missing bits of information are usually HP and Shock, and some other bits (FP is rarely used, though it sure will if choke holds come up). With CP-based grappling, it becomes much much harder to understand nuances of the situation without switching back to numeric description. |
||
11-11-2014, 05:27 AM | #49 | ||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
Quote:
You're making the assertion that because all grapples are created equal in RAW, that is more easily described because you have no choices in how to describe it. TG provides a sliding scale, by design. Quote:
Combine this with facing and position, and you've got many more easily applied narrative tools to bring to bear from a video. Quote:
This discussion has run into the ground, so I'm out.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
||||
11-11-2014, 05:34 AM | #50 | |
Join Date: Jan 2010
Location: Brighton
|
Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Quote:
The numeric value is obviously a sliding scale of effect, and thus lends itself to quantifying the nuances of the situation. Certainly more so than the either/or binary state of RAW. One of the usual criticism of increased detail is that we don't need the extra nuance, I don't think I've ever heard increased detail being a problem of removing nuance? |
|
Tags |
grappling, technical grapping, technical grappling |
|
|