12-29-2011, 11:05 AM | #41 | |
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Last edited by vicky_molokh; 01-02-2012 at 03:47 AM. |
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12-29-2011, 11:11 AM | #42 | |
Join Date: Aug 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Not a "normal" threat IMHO.
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Fred Brackin |
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12-29-2011, 01:10 PM | #43 |
Join Date: Jul 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
It's admittedly a bit of an aside, but the only AoO rule from D&D3 that's relevant to the topic at hand is basically "if you exit a square that's threatened by a melee weapon, its wielder gets to thwack you one." It's not rocket science.
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12-29-2011, 07:19 PM | #44 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Realistically, the closest thing to a 'tank' role is infantry in mass combat -- units that are good at holding ground but unimpressive offensively. Notably, tanks do not fill the 'tank' role (they fill the striker role -- mobile, high offense, poor at holding ground). |
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01-02-2012, 03:49 AM | #45 |
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
At this point I wonder, do you think that all the stuff added by GURPS Martial Arts is actually unneeded?
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01-02-2012, 06:52 AM | #46 | |
Join Date: Aug 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Of course, some of it just helps you screw around and much of the rest is aimed at sub-lethal combat, specifically the grappling material.
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01-02-2012, 08:55 AM | #47 |
Join Date: Nov 2008
Location: Florida
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
I have to back up Fred Brackin here, by far the best Tank any of my player's has had in any DF or TL3 game has been a Shield and Flail guy... With the One Hand Disadvantage and a Stump Knife (Shield was specially designed so that the stump knife used the Bladed Shields rules from LTC2).
By the time he got his ST+Striking ST up to 17, being a weapon master he was dishing out 3d+8, jumping to 3d+11 for AoA or Mighty Blow, and 3d+14 for Focused Fury. Techniques were Counterattack and Whirlwind Attack. Also of note was Weapn Master (Flail & Shield), Enhanced Block, high Shield Skill, Feint (Shield), Technique Mastery (Flail Counterattack), Technique Mastery (Shield Feint), Shield Wall Training, Shoves and Tackles (Shield), extra Fatigue, and Liberal use of the Focused Defense option from MA:Gladiators. For backup he had his Weapon Bond/Signature Gear Stump Knife using the Main-Gauche Skill. His Typical Setup was a Shield Feint followed by Deceptive Attack, or a Counterattack. He blew through FP on extra Effort quite quickly, but would down foes mercilessly. We did use the Multiple Blocks per turn rules from MA, so that helped him quite a bit... if not normally allowed, I'd deffinately see if I could get the Extra Option perk for it. Last edited by Trachmyr; 01-02-2012 at 09:04 AM. |
01-02-2012, 09:52 AM | #48 | |
Join Date: Sep 2004
Location: Canada
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Moreover, the context was "boss monster" - that's not a "normal" threat! You shouldn't have a dungeon full of them at all. We're talking things like dragons (With or without dragon-worshiping cultists), the lich running the dungeon full of varied undead and Renfields, and so forth.
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01-02-2012, 09:53 AM | #49 | |
Join Date: Aug 2004
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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01-02-2012, 10:13 AM | #50 | |
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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advice, combat rules, interdiction, tank, tanking, technical solutions |
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