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01-05-2012, 02:31 PM | #31 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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01-05-2012, 02:37 PM | #32 | |
Join Date: Aug 2004
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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But, when it comes to physics and ATR, here there be dragons. *If that does not jive with your interpretation of the damaging throw rules, call it a throw followed by a "kiss the carpet" attack (MA118). |
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01-05-2012, 02:54 PM | #33 | |||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Personally, I nuke that interpretation, and flash with ATR 99 would be able to do 100 whirlwinds per second. He paid 9900 points for the priviledge. |
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01-05-2012, 03:00 PM | #34 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
ATR definition + original Extra Attack definition + original Full-Turn Manoeuvre definition = Rage. :)
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01-05-2012, 03:34 PM | #35 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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But the Kiss the carpet/door/whatever rules work and I never noticed but you can get your wrestling bonus in there too! I am thinking that might count as a Thorws from Locks kind of things and eligible for that kind of damage bonus. If someone reading this thread thinks its worth discussing. |
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01-05-2012, 04:10 PM | #36 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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The key phrasing here is that on your turn, you do the throw, which is either an attack (after a parry), or an attack resolved as a Quick Contest (for the offensive grapple). In either case, though, Judo Throw is an attack. Quote:
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01-06-2012, 03:00 PM | #37 | |||
Join Date: Feb 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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MA80: Quote:
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I don't really see the difference.
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01-06-2012, 04:34 PM | #38 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Thats b/c there isnt one. I missed the line on MA p. 80.
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01-06-2012, 07:43 PM | #39 |
Join Date: Mar 2006
Location: Iceland*
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
I've always seen the 'next turn' wording as problematic. As evidenced by Fairbairn, there are real world styles teaching one to follow up a move within the same second. Sure, for some moves, it makes less sense, but for others, the reaction time of the foe is of no importance. When trying to apply an Arm Lock, the less he can react from the time you grasp him and until the time you have a secure lock, the better for you.
It doesn't make sense that preternaturally fast supers with Altered Time Rate or even just extremely skilled mortals are prevented from doing a grab and throw/lock/etc. in one turn instead of two. When a normal person is using Rapid Strike to do so, he is already at a -6 penalty. That is already enough to make an expert as bad at something as a diligent dabbler or beginner. There is no need for a flat-out denial of the attempt at all.
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01-06-2012, 08:09 PM | #40 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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