02-08-2023, 02:32 PM | #21 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Newb question re endless parrying
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Plus, the GM should be able to do that quick math for them. |
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02-08-2023, 02:57 PM | #22 |
Join Date: Jun 2013
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Re: Newb question re endless parrying
Well, the issue there is that defenses use (skill/2)+3, plus other modifiers, so if you're simply reducing skill you might think you need to recalculate that defense. Or alternatively you may end up with the GM and/or player trying to do the calculation as for a contest, with -10 to the attacker's skill and -10 to the defender's defense, which is going to give you wildly-off values (it should be -10/-5, not -10/-10). Better to just keep Deceptive Attack in mind.
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GURPS Overhaul |
02-08-2023, 02:59 PM | #23 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Newb question re endless parrying
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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02-08-2023, 06:33 PM | #24 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Newb question re endless parrying
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Good advice for deciding how much deceptive attack to apply:
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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02-08-2023, 09:59 PM | #25 |
Join Date: Apr 2020
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Re: Newb question re endless parrying
So, little late to the party, but I thought I'd chime in. I, too, came from Harnmaster (among many others) and had the same thought. First thing, though, is that GURPS is weighted in favor of the attacker unlike Harn. This is good and IMO realistic. Fights don't last nearly as long when you're using human level skills. Also, in Harn, the most common hit from skilled opponents is CS vs MS - which is an A1. Any decent armor and you are likely to shrug that off. In GURPS a hit is full damage unless you've critted in which case it can be more. Unless you're very well armored this is going to hurt.
Now, numbers to reiterate what others have said here: Skill 10 is parry 8 Skill 16 is parry 11 Skill 24 is parry 15 Skill 16 Succeeds on a 16 or less and gives a crit on a 6 or less. Skill 24 Succeeds on a 16 or less and gives a crit on a 6 or less. The only benefit to a skill higher than 16 is to offset negative modifiers such as: Called shots vs Mook level opponents. Deceptive strike vs skilled opponents. Turns out that two equally highly skilled opponents using deceptive strike to reduce their respective skills to 16 will reduce their opponents to a parry of 11. Skill 24 - 8 = 16, Parry 15 - 4 = 11. Skill 16 succeeds 98% of the time so one can almost assume a success there while roll 11 succeeds 62% of the time. So you've got about a 4 in 10 chance of hitting even before crits, assuming equal skill. Even an opponent 4 points higher in skill is getting hit almost 2 times out of 10. Of course, you're getting hit much more often. One last note. I like to use the shield damage rules from pg484. Basically if the Shield DB makes the difference in the defense - for instance you have a parry of 11 and a Shield DB of 2 for a total of 13 and you roll a 12 or 13 - then the shield takes the hit. This does require more bookkeeping, but the shield is now temporary, especially against powerful creatures like Ogres. Just my 2c. - Shane |
02-08-2023, 10:44 PM | #26 |
Join Date: Aug 2007
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Re: Newb question re endless parrying
Against powerful creatures like Ogres (much less giants, dragon or dinosaurs) You'll still be trying to use that DB but the defense you'll adding it to is dodge. You're still just as likely to lose the shield but if you think Parrying a T. Rex looks dumb, it is in Gurps.
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Fred Brackin |
02-08-2023, 11:02 PM | #27 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Newb question re endless parrying
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Now experienced players usually pick up a version of night/infra/darkvision widget (either tech or magic) but in many cases they are expensive (so you do not start with them) and even if owned they are often not on all the time. A rolling ships deck is another penalty situation. In my 30ish years of GURPS combats roughly 1 in 5 has had either negative lighting or footing penalties of one sort or another. Sometimes avoidable sometimes not.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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02-08-2023, 11:45 PM | #28 | |
Join Date: Apr 2020
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Re: Newb question re endless parrying
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- Shane |
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02-09-2023, 03:43 AM | #29 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Newb question re endless parrying
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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02-09-2023, 11:06 AM | #30 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Newb question re endless parrying
It really doesn't matter how your opponents gets a high Defense. Pretty consistently for attacker skill* between 12 and 27 and defense* between 10 and 20, attacker maximizes the chance of getting a hit past defenses by accepting enough Deceptive Attack to get the effective Defense to a 9. Except if the Deceptive Attack wouldn't take the defense below a 15, in which case its a waste and maximizing the attack for crit-fishing pays off. If you can't force the Defense to a 9, reducing the attack skill to 12 or 10 are both good and there's usually less than a 2% difference between them.
Optional bonuses to defense complicate the situation. A Sword-18 combatant attacking a swashbuckler with a Fencing Parry of 15 should take a -6 Deceptive Attack if the swashbuckler can't retreat, and a -2 Deceptive Attack if the swashbuckler is going to retreat. If the swashbuckler might retreat, is it better to crit-fish with a minimal Deceptive Attack or go big to force him to use the retreat? It probably depends on the tactical situation. * In both cases before Deceptive Attack.
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