06-28-2011, 07:41 AM | #21 | |||
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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I don't have my heart set on a Grappling mechanism here. I'm really looking for a mechanism (Realistic, Cinematic or Exotic) to keep opponents from readily Retreating out of Close Combat, that doesn't require the very obvious mechanism of growing another pair of arms which are dangerously exposed to being lopped off from actual physical Grappling attempts. In fact, I would say that the -4 to DX that the opponent has because of this Grappling in the current build is actually an undesirable effect. The current build was just the only way I could think of to achieve my goal. Contrived? Sure, I'll give you that, but it's in keeping with the tone and flavor of the game I'm in. Not everything has to be 100% realistic--that's what Cinematic DF is all about. |
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06-28-2011, 08:19 AM | #22 |
Join Date: Jun 2011
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
It is the way most fights seem to move in reality, though, as far as I can tell. Again, I can't really picture a fight going the way you describe it, with one combatant staying within what could be described as close range against the other's will without grappling.
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06-28-2011, 08:26 AM | #23 | |
Join Date: Jun 2011
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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If the existing MA techniques aren't doing the job, I'd make up a new one. Some way to grapple people with a leg, or a one-handed armed grapple or something. I just don't see how he could force people to stay next to him by exerting his Strength through the air, which is what the invisible arms (clever solution though it is) looks like. Again, I'd rather make it some kind of triggered movement, or Altered Timerate (Only to Wait: Follow opponent leaving my hex) or something, so that while he can't force them to stay in his space he can follow them when they try to leave. Sorry if I'm harshing your buzz. I'm trying to be helpful. :) |
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06-28-2011, 08:52 AM | #24 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
I've got an idea:
Perk: Rules Exemption (Can Step and Wait) What this does: Knife-fighter Steps into Close Combat, and declares a Wait. The trigger is 'opponent B begins his/her turn'. B's turn comes (B starts in CC!), and B wants to step back and do something, but is immediately interrupted by A's attack. Notice that the attack is resolved in CC (because B starts in CC, yet hasn't stepped back yet). |
06-28-2011, 09:42 AM | #25 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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06-28-2011, 09:51 AM | #26 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
Seems so. Do you see this as very bad? I don't think a Perk is enough to be immune to Reach 1+ weapons.
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06-28-2011, 10:02 AM | #27 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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Perk: Shadow Step Close Combat fighter can use a Step during opponent's movement to shadow the opponent in Close Combat. It's not going to be a very useful Perk in general, but if you have a Step of 2 and only need to use 1 to get into CC, then you'll be able to stay in CC, using 1 Step to follow an opponent's retreat, and 1 Shadow Step to follow an opponent's Step. |
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06-28-2011, 11:04 AM | #28 |
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
Maybe what I'm trying to do would be better represented by some sort of Affliction: Sessile variation, somehow limited to just the opponent he's attacking, but enhanced so as to not take an action. Probably not resisted by HT, either--Will or ST, depending on the mechanism. Not quite sure what this will take, but I'll work on it. Suggestions welcome.
The idea is to really capitalize on his CC advantage: he has no penalties, whereas opponents with Reach 1 or 2 weapons will be at a definite disadvantage, even with the Close Combat technique. They will also not be able to take advantage of the Retreat Option (like Fencing masters and Dodge monkeys like to do), at least not without some kind of Contest to do so. The perk idea is nice (and cheap!), but ultimately doesn't encompass all I'm trying to do. I realize that what I'm trying to do is quite powerful, and should cost some points in the end. You're not harshing my buzz, Anders, but you clearly see it differently than I do. I really don't see that there is any relation between ability description and ability effect--it's the effect you pay points for, and that's what I'm really to figure out how to accomplish. |
06-28-2011, 11:37 AM | #29 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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And then write the technique: Lower-Body Leg Grapple: As Leg Grapple(p. 65), but defaults to Judo-2 or Wrestling-2, and can be used to attempt to capture your opponent’s leg if he’s within a yard. This technique is at an additional -2 if you haven't successfully parried an opponent's kick at your lower body. (Peter might even approve of that one as legitimate...) |
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06-28-2011, 01:02 PM | #30 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Build Assistance: Forcing Opponents to Stay in Close Combat
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combat rules, tactical combat |
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