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#11 | |
Join Date: Jan 2010
Location: Brighton
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On the damage point don't forget that an average (ST10) unskilled person is punching at thr-1 so doing 1d-3, and with cr not having the minimum 1 damage, even if they hit half the time they do no damage*. Your point about paying attention hitting over not getting hit (and vice versa) can be shown with AoA's both for hitting and reliably doing damage. *as a test I ran two default ST10 chaps having a fist fight while using the AP Last gasp rules, without AoA's they were in greater danger of knackering themselves out before either had a chance to punch each other out!
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 07-09-2019 at 01:18 PM. |
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#12 |
Join Date: Sep 2018
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It's a bit like the throwing skill. If you want to toss something at someone and hit something in their centermass you can just roll DX. It doesn't take training. But some basic instruction on how to throw a weapon or a grenade is a huge difference for your ultimate ability to be accurate, to hit well or throw at a distance.
Any kid can figure out how to throw a punch with zero time in the dojo. It's not likely to connect if someone is aware the punch is coming and it is almost certainly not going to connect if they're trying to punch their face. Unless you're huge it probably won't hurt more than their pride. If you take that kid to Karate classes, doing technical punches and kicks they'll get some small gains immediately but it will still be a bit easier to throw yourself on your opponent and wail on them, until you get a belt or two and really master those technical skills. Then your form and balance becomes more of an asset Also you can throw a punch with DX but you can't block without an unarmed skill. You might throw your hands up in front of your face but technically the roll is still against Dodge rather than representing any real experience avoiding hits. |
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#13 |
Join Date: Jan 2010
Location: Brighton
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That's a good point about default dodge/parry, and also kind of factors into the choice to rely on AoA's. If you only have a 26% chance of a successful defence going for AoA's isn't such a hard choice!
(of course if they retreat a lot that helps dodge, and actually inexperienced fighters relying on backing up out the way isn't unrealistic!)
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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#14 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Also, most RL fights have one party blindside or otherwise surprise the other, and the opener probably is an AoA for power, telegraphed to the head (usually). The other thing is that if that doesn't finish the fight right there (it usually does unless friends join in), or the fight does start 'evenly', it usually becomes grappling and then goes to ground, and is mostly more grappling and biting.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#15 | |||||||
Join Date: Aug 2018
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I agree with you on the default thing. To allow for "Dabbler" perk progressions (buy up the default by 1, 2 or 3 points for 1/8 or 1/4 or 1/2 a skill point, half a point in Brawling should be DX-1, 1/4 should be DX-2, 1/8 should be DX-3, and default should be DX-4. That means the default in the normal skills should be DX-5 and in the hard skills: DX-6. There would probably not be anything dangerous about that. For people who just pump DX, well they're always a problem even if it means them just putting 1 point in all skills, and they can be dealt with by capping effective DX for defaults at 20 without special perks to extend that cap. Quote:
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That, as the strong/weak implies, is about ST, not DX. It simply suggests adding -2 to ST (-1 to dmg) on top of the usual -4 to skill. SAWH would actually make sense for armed fighting too! Could probably just be abbreviated to a "Weak Hand" optional rule though, since it doesn't actually make the on-hand any stronger, just the off-hand weaker. B14 clearly says: Whenever you try to do anything significant with the other hand, you are at -4 to skill. This does not apply to things you normally do with your “off” hand, like using a shield. Shields are a confusing issue to me: if you're right-handed and are not -4 to use a shield in your left, does that mean you're instead -4 to use it in your right? Karate explicitly allows punching without the -4 penalty whereas other punching forms (Brawling, Boxing) do not, so it really seems like a special benefit it should have... That said, if you don't use the hand at all (throwing a forward elbow, hitting with your forearm, parrying using your arm instead of your hand) then the -4 shouldn't apply, so that's a decent trick you can use to avoid the -4 penalty. Boxers unfortunately can't throw forearms/elbows like brawlers can, so if they want to strike with either hand they should the OHWT perk for punching. Quote:
B355 also "against DX-3 to hit a specific target, or against DX to lob something into a general area" B414 gives +4 for "Attacking an Area" but that might be just for AE attacks, I'm not entirely sure how it interacts with general-area lobbing. Quote:
Of course, in modern day a lot of people's dodge might be lower due to less DX/HT, if both were 8 instead of 10 then it would be 1 lower. One problem with sparring in dojos is they're crowded, I remember a lot of time I avoided retreating because I was afraid of bumping into someone behind me when everyone was sparring at once. More likely you'll do a "sideslip" retreat (only +2 to dodge) because you can actually see using peripheral vision that the area is empty. Quote:
Only getting +1 on retreats usually makes dodges much more attractive unless you have much lower HT than DX resulting in Basic Speed (HT/4+DX/4) being lower than DX/2. The addition of the Cross Parry (+2 for not being to do any more parries that second) in Martial Arts helped to even that out a bit. Parries also have the advantage of suffering lower encumbrance penalties, except for judo/karate ones. |
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#16 | |
Join Date: Jan 2010
Location: Brighton
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I also agree with your point about fights starting with a surprise attacks. In this context it's again a good way to compensate for you own lack of skill and to capitalise on your opponents lack of skill/experience is spotting a potential surprise situation (as well as just being good idea in general for anyone of course!) You are right again on the grappling as well, my "test" was done before I really messed with grappling and certainly before TG came out. But I reckon if you ran grappling with TG and Last gasp I'm willing to bet two ST/DX10 unskilled grapplers will risk knackering themselves. IRL Grappling is knackering, and how often do you see two morons rolling around on the pub floor losing steam after a while if there's no quick winner (or no mates/onlookers/bouncers piling in).
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 07-10-2019 at 05:54 AM. |
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#17 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Relevant uFAQ entry:
Q: Under Basic rules, which unarmed skills / attacks suffer from off-hand penalties / need OHWT? A: Quote:
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#18 |
Join Date: Aug 2018
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I think maybe the logic is that even though a punch is hitting with the hand, the hand isn't really DOING anything (there isn't manual dexterity, like when gripping a weapon where there's wrist movement, forearm rotation, etc) other than being used as a club, so it's the ARM doing it, not the hand.
Sort of like the reason why "Bad Grip" (B123) penalizes weapons attacks/parries but not unarmed parries. It seems like "Off Hand" is basically just a built-in Bad Grip 2 (One Hand Only) for that hand? If that's the case then -1 to just punch damage, instead of being the optional "Weak Hand" rule it should probably be called the "Weak Arm" rule, and penalize anything that arm does with -2 ST, not just punches? If it was actually just the hand, then it probably shouldn't penalize punches, just weapon use. It would probably also make sense to build the ST penalty into the "Bad Grip" disadvantage at -1/level. |
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#19 |
Join Date: Aug 2004
Location: Wellington, NZ
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All too often back in the day. That's why I know about the biting part (and about the surprise attacks - amazing the number of guys who'll claim they're all macho, yet most of their fights they win with sucker punches rather than risking getting beaten up).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#20 | |||
Join Date: Jan 2010
Location: Brighton
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(Basically I think "Bad grip" is really aimed at people/things with less than great hands trying to do specific stuff like we do with our hands, 'striking' is a much broader category than that) DX penalties are penalties to overall dexterity (manual dexterity in this case, as ever this is just a game system and some approximations are reasonable) Quote:
TBH this all gets into a wider topic of DX vs ST vs Skill in terms of what drives damage. Long story short I'd have little issue with your idea but I also wouldn't worry about not doing it either. heh well I'm sure someone will make the point about "fair fights" (and be right), but I know what you mean!
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 07-10-2019 at 05:56 AM. |
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Tags |
brawling, default, karate, punch, stationary target |
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