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#11 | |
Join Date: Jan 2006
Location: Central Europe
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At the end of this rules change, the skills Staff and Spear and Lance would probably be replaced with a single skill, just like Broadsword, Rapier, and Smallsword would become one. But my GURPS books are back in the Old Country. Some aspects of the GURPS combat mechanics date back to the 1980s when less was known and there was no community of experts in different subjects to help the authors do research or write the books themselves.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 05-19-2016 at 04:36 PM. |
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#12 | |||
Join Date: Jul 2008
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The simplest bypass for heavy armor is hitting where it isn't. On most armor that doesn't mean aiming for small gaps, it means aiming for entire hit locations that have no armor protection. Face, neck, abdomen if you're using the Low Tech version of the hit locations, and limbs all offer chances to make somebody's solid torso protection do nothing, for less penalty than targetting chinks and still dealing with half DR. For really comprehensive suits you may need the smaller (and often still partially protected) armor gaps detailed in Low Tech. Frankly, dealing with that may be beyond your PCs' capabilities during anything like a fair fight. If they find themselves really needing to do it anyway, manufacturing an unfair shot by knocking the knight down, disarming them, and maybe grappling them before lining up for the kill may be best. (At the point where somebody is down and having a dagger insinuated into their throat or armpit, they're fairly likely to try to surrender rather than play out the final gruesome steps. And people with that kind of armor usually can pay ransoms.) Quote:
In most contexts I would not expect the benefits to be worth effectively disarming a PC. Quote:
Presenting one side or the other using the rules in Martial Arts: Gladiators doesn't require that. Once you actually look at the mechanical effects, your player's feeling that they'd have to be an idiot not to use it may be shaken, though... (In particular, if you're presenting your weapon hand you're making it more likely you'll get that crippled and lose your weapon, which is bad. If you're presenting your off hand you're making it harder to parry, and maybe also reach targets, with your main hand.) A pretty good idea. You might also want to read large portions of Martial Arts, if you haven't.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#13 | |
Join Date: Aug 2007
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About the other thing note that with a 6 HP wound the guy is not only "com0on sense stunned" a 10 HP average guy is subject to the Knockdown and Stun rules (Campaigns p.420). Fail the HT roll and that dropping your weapon and falling down is a fight-ender in most LT melee situations. Or Mr Armor Guy could fall down because you Crippled his Foot. That's the time to do an all Out Attack (Strong) and get +2 damage which is another way to penetrate that armor. Before you invest a lot of time in reading LT and Martial Arts go through the Basic stuff about Hit Locations and damage and combat options in Campaigns first. There's a lot there.
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Fred Brackin |
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#14 | |||
Join Date: Jan 2010
Location: Brighton
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*which are an odd mix of the historically good and historically ...less good! |
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#15 | |||
Join Date: Jun 2013
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A final note on why spears are awesome, if I may - a spear has a base cost of $40, while a Thrusting Broadsword has a base cost of $600. You can get a Fine, Balanced Spear for $560, for +1 to damage and to hit. At ST 10, your spear has a higher chance to hit and its thrust damage exceeds that of the sword and equals the sword's swing damage, and it still costs a bit less than the sword does. And you have the option of grabbing it in two hands for a further +1 damage and better Reach. As ST goes up, this isn't quite as good (swing damage increases faster than thrust), but it's still able to compete with the sword. |
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#16 |
Join Date: Feb 2009
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As ST goes up and people pick up 'per die' bonuses like from Weapon Master or Tempered Glass the thrust weapons start to lose
Varyon (or others), would you mind discussing the merits (or not) of tip slashes vs limbs or homogenous foes like golems? |
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#17 | |
Join Date: Jun 2013
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In general, an average penetrating damage of 3.5 means a -1 to damage for x1.5 WM is just barely worth it - average injury goes from 3.5 to 3.75, minimum goes from 1 to 0, maximum goes from 6 to 7 (well, 7.5, but you always have to round down). You need average penetrating damage of around 6 before the -2 isn't a horrible deal - average injury stays at 6, minimum drops from 1 to 0, and maximum goes from 13 to 16 (16.5). Note here I'm assuming 1d after armor for 3.5, 2d-1 after armor for 6, and at least DR 1; if no DR is involved, minimum injury is 1 either way. |
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#18 |
Join Date: Feb 2009
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So some who hits for 1d+6 imp would rather hit for 1d+4 cut, if they are facing DR 0 foes, as DR goes up it gets iffier?
On the spear topic, spears are wonderfully cheap. One of my characters is wielding a very fine, tempered glass, balanced, ornate +3, long spear with a lanyard, and is still quite affordable compared to nice swords Skill 14 isn't lethal though. Once you start getting into the 20+ range is when lethal really starts to uptick . . . but remember even normal folks can dodge on 8 or less, more if they retreat . . . . so you need the skill to be deceptive to feel comfortable in actually landing any given hit |
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#19 | |
Join Date: Jun 2013
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Without Edge Protection in play, you'll probably want to switch back to impaling at DR 4 (3-8, average 5.5 injury vs 1-9, average 5). With Edge Protection in play, you'll probably want to switch back at DR 3 (injury there is 4, 5, 6, 7, 8, 9, average 6.5 for impaling; 2, 3, 6, 7, 9, 10, average 6.17 for cutting). |
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#20 | |
Join Date: Dec 2008
Location: Behind You
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I read some of the other posts, an here is my 2 cents to add on this topic.
1. Hitboxes Targeting the torso is almost always the worst place to hit on an individual in melee combat. If any body location can take punishment it's the torso. It's almost always infinitely better to target non-torso locations. Breaking an arm makes counter attack useless. Breaking a leg leaves an individual laying on the ground. Hitting the head, even if only a single point of damage gets through, forces a HT roll for Knockdown and possible stunning. That is all on RAW. Therefore the mace is king because you're garaunteed some injury against most armors, you have a chance to do Knockback (Every ST-2 increments of damage forces DX rolls with negative modifiers), and you you look like a badass holding a big hunk of metal. You club someone in the face and they get -5 to the HT roll! Check the text, I bolded the word most people miss in this sentence. Quote:
You also forgot to mention retreating dodge which gives +3 to melee defense. If the average person without combat reflexes has 8 dodge, spending 1 fatigue for Feverish Defense and Retreating nets +5, giving them 13 to roll. 83% for the average person not to be hit at all! So as soon as you have any real HT or DX, and combat reflexes, you can pretty much dodge one attack every round no problem. Parry, IMO, becomes MOST useful when an individual is reeling, or when they have high skill. When you are reeling your dodge becomes crap, but your parry is unaffected. 2. Spear That's what armor is for. If your enemy avoids the attack it's not a killing machine any longer. 14 skill is nice when no one has a defense, but as soon as you are dealing with enemies that are avoiding your attack, you quickly wish you had 18 skill for Feints and Deceptive Attacks. The Spear seeming so unstoppable is likely the fact the enemy is not making proper defenses. 3. Rigid Armor There is a not so often used optional rule that you may want to add if armor becomes a problem. It's spending 1 FP to add damage to attacks (See Mighty Blows under Extra Effort). In practice it can be the difference between an attack barely grazing someone and the attack being near lethal. Let me give you an example: A ST 12 character has a Mace with sw+3. This gives the wielder 1d+5. If his enemy has 5 DR this pretty much means 1d of injury. Average 3.5. However, if you add in the Might Blow, that's 1d+7 or average injury of 5.5. That's enough to cripple the average person's (ST 10) extremity and enough to outright kill someone with a head hit! With an upper range of 8 injury with someone wearing rigid plate! That +2 damage matters quite a bit! With a spear (Thrust Damage) the damage to penetrate armor becomes much lower. A ST 12 individual with a Thr+3 spear is at 1d+2 damage. With 5 armor they are looking at many attacks not penetrating at all, and the ones getting through being marginal. They can use Might Blows to improve it, but the Mace is going to be the superior weapon against an armored individual. 4. Hit chances If someone is a warrior they should have 13 skill minimum IMO. 10 to 12 for me means "This person has probably picked up and swung swords enough to know where the point end goes". This is mostly because 8-10 is default skill level for characters with decent DX. Often times when you are newer to the GURPS System (Even I went through that) you think about the attack more the defense. So it seems when someone has 16 skill they'll never miss. I'm in a game right now where I have 23 skill in combat and miss regularly because the enemy defends well. Defense is what keeps the combat going amid people with trained skill in weapons. 5. Throw More Foes on the Field One thing lots of people who know GURPS combat will tell you, one highly skilled enemy can be taken down far easier than multiple mediocre enemies. Fighting 2 v 1, even against lesser skilled enemies changes the flow of combat quite a bit. It's a good way to challenge your players if they now have to worry about being surrounded, and diminishing returns on parries and blocks. Everyone crit fails eventually on their defenses no matter how high they are.
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RPG Jutsu.com - Ninjas Play GURPS Last edited by GodBeastX; 05-20-2016 at 01:26 PM. |
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Tags |
armor, combat distance, impaling, question, rules |
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