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Old 02-01-2018, 11:30 AM   #31
Kromm
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Default Re: Parry and Close combat

There are no guarantees, but generally:
  • If you hit a foe hard enough to cause knockback, that foe will need extra movement to get to you. If they have insufficient movement left for that (they took a maneuver that allows only a step and thus cannot step again, or they could just barely get to you and now they're a hex or two short), too bad for them.

  • If you cause knockback, that foe might also fail a DX roll, fall down, and only be able to crawl toward you, with big penalties to attack if an attack is even possible.

  • If you hit a foe for injury, shock will give from -1 to -4 to their attack even if they do reach you, unless they have High Pain Threshold.

  • If you injure a foe badly enough to cause knockdown, they'll be stunned and unable to do anything else this turn, and at best suffering as per knockback next turn.

  • If you aimed at the foe's leg or foot and crippled it, they'll be suffering as per knockback as a minimum, and you might cause shock, stun, etc. as well.

  • If you injure a foe badly enough to cause unconsciousness or death . . . well, problem solved.
Obviously, a blow so anemic that it can't shove your foe away or cause significant harm won't accomplish any of this. The weak user of a mediocre long weapon vs. a strong, well-protected foe is going to get steamrollered regardless, unless they can use their Wait to stab their attacker in the eye or something equally dramatic.
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Old 02-01-2018, 11:48 AM   #32
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Default Re: Parry and Close combat

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Originally Posted by sir_pudding View Post
Pummeling seems to visualize fine.
In GURPS terms, that’s a different weapon using a different skill: Probably Brawling with a fistload. It’s not a greatsword attack.
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Old 02-01-2018, 12:26 PM   #33
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Default Re: Parry and Close combat

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Originally Posted by ArchonShiva View Post
In GURPS terms, that’s a different weapon using a different skill: Probably Brawling with a fistload. It’s not a greatsword attack.
Brawling is on the barbarian template, so this doesn't seem to be a problem. They don't have to drop their sword, or draw a knife, or do anything like that.
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Old 02-01-2018, 12:30 PM   #34
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Default Re: Parry and Close combat

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Which makes sense, I just can't find a requirement to dodge past guard to get into CC. Which is fine, houserules it is!
You don't need house rules, but rather just import the rules for slips and sidesteps.
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Old 02-02-2018, 02:39 PM   #35
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Default Re: Parry and Close combat

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Originally Posted by ArchonShiva View Post
In GURPS terms, that’s a different weapon using a different skill: Probably Brawling with a fistload. It’s not a greatsword attack.
Using a different skill is not "a different weapon", it's a different application of the same weapon. Weapon Master is on a per-weapon basis, not on a per-skill basis (nor on a a per-line-in-the-weapon-table basis, the intersection between the two).

Or weapon groups of course but again, that's by the weapon, not skills.
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Old 02-02-2018, 04:03 PM   #36
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Default Re: Parry and Close combat

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Originally Posted by Bruno View Post
Using a different skill is not "a different weapon", it's a different application of the same weapon. Weapon Master is on a per-weapon basis, not on a per-skill basis (nor on a a per-line-in-the-weapon-table basis, the intersection between the two).

Or weapon groups of course but again, that's by the weapon, not skills.
Do the damage bonuses from Weapon Master and Brawling stack?
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Old 02-03-2018, 07:59 PM   #37
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Default Re: Parry and Close combat

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Originally Posted by sir_pudding View Post
Do the damage bonuses from Weapon Master and Brawling stack?
My gut feeling is "No.", on the grounds that Weapon Master is a way of gating the special bonuses unarmed skills get behind an advantage for weapons. That is to say, I see them as being the same bonus.
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Old 02-03-2018, 08:02 PM   #38
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Default Re: Parry and Close combat

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My gut feeling is "No.", on the grounds that Weapon Master is a way of gating the special bonuses unarmed skills get behind an advantage for weapons. That is to say, I see them as being the same bonus.
Yeah that would be my thought too, which makes it generally irrelevant that it counts as the same weapon.
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Old 02-04-2018, 11:31 AM   #39
Colarmel
 
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Default Re: Parry and Close combat

Brawling bonus is +1 per die at DX+2, Weaponmaster is +2 per die at DX+2. So of course it's relevant
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Old 02-04-2018, 11:48 AM   #40
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Default Re: Parry and Close combat

I would use the biggest bonus, not stack them. But it is ambiguous in the rules, so you can go either way.
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