01-20-2021, 09:34 AM | #31 | ||||
Join Date: Aug 2018
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Re: Number of parries with Martial Arts
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Which is why at the very least, "you need a minimum of negative five" seems like a good guideline since that's the point where an automatic-success-four is also a crit fail so we could house-rule that "crit fail negates crit success" as a way of avoiding the silliness of "I can attempt to do a Sacrificial Parry with my reach 4 weapon against sixteen attacks levied at allies in my viscinity" Quote:
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One change I would like to see is that perhaps crit fail outcomes could be mutually exclusive from whether your defense succeeds. It seems plausible that you could successfully dodge an attack but do so in such a clumsy way that you end up losing your balance falling down, for example (same with kicks) but the way the rules work seems to work is a dodge will only make you fall if you fail to avoid the attack and a kick will only make you fall if you fail to impact your target (miss or defended) It might be interesting to be able to choose a "recklessness degree" where you have a higher chance of success at something by having higher odds of post-success flubs. Like for example if you normally crit-fail on a MoF of 10, you might be able to get +1 to your roll in exchange for crit fail results happening incrementally sooner, like maybe by multiples of four So if I have a dodge/kick skill of 5 (crit fail happens if I roll a 15+ due to MoF 10)... I could boost my skill to 6, but then a crit fail happens from MoF 6 (if I roll 12+) I could boost my skill to 7, but then a crit fail happens from MoF 2 (if I roll 9+) I could boost my skill to 8, but then a crit fail happens from MoF -2+ At the point you reach a NEGATIVE margin of failure, that would mean you instead need a minimum Margin of Success (in this case 3 or higher) to avoid suffering the effects of a crit fail AFTER you succeed: falling down on a kick or a dodge for example, losing readiness of shield on a block, or treating like a crit fail hit on a parry or attack. However you want to balance this could be based on the multiple of which the skill bonus reduces the normal margin range. It should just be a minimum of 2 because 1:1 would be offset by the bonus. 1:2 seems too generous though. There should probably be a hard cap on this so that someone doesn't take +20 to dodge in exchange for post-success falls on a MoS below 80... you could probably math is to that you can't get a bonus once you get to the point where it would require a MoS which is impossible to achieve. You'd find the barrier by subtracting 3 from boosted skill. Whoever wrote the 'or weapon held in it' passage, it's hard to perceive that as unintended... I see it as more like subtle changes that happened to Magery, like how in Basic it's worded like it senses all magic items and then in Magic it only senses permanent ones and not temporary magic items, and doesn't acknowledge it's a change and implies it was always that way. |
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02-05-2021, 09:19 PM | #32 |
Join Date: Jul 2015
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Re: Number of parries with Martial Arts
B376. "This penalty only applies to
multiple parries on the same turn; it does not carry over between turns." If an enemy attacks, you parry twice. Then it's the next enemies turn and they attack you as well. Does the penalty NOT continue on the next attacks? |
02-05-2021, 10:52 PM | #33 |
Join Date: Jul 2008
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Re: Number of parries with Martial Arts
Is there any case in GURPS where 'on the same turn' means that?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
02-06-2021, 12:42 PM | #34 | ||
Join Date: Aug 2018
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Re: Number of parries with Martial Arts
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http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.1.3 Quote:
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02-06-2021, 01:07 PM | #35 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Number of parries with Martial Arts
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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judo, karate, number of parries, parry, parrying with off hand, wrestling |
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