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#11 |
Join Date: Feb 2016
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My apologies, you are right, I was only looking at maximum velocities. Faster punches are possible, we are just talking about average human capabilities with good training and experience. The fastest recorded sustained punching rate is 900 punches per minute (15 punches per second), which is an average duration of 0.067s and a maximum velocity of 36 m/s (though the punches alternate, that rate only allows for a rest period of 0.067s per arm between punches).
Dividing the average duration by (Basic Speed ÷ 5) would probably be realistic, meaning that the maximum realistic velocity would be 43.2 m/s (Basic Speed 9.00) while the maximum cinematic velocity would be 57.6 m/s (Basic Speed 12.00). In any case, very fast thrusting attacks are quite realistic, it is just that more than two attacks per second are unlikely to be accurate. Then again, 15 punches per second are possible, so perhaps certain 'cinematic' abilities are not cinematic, at least for non-combat purposes. |
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#12 |
Join Date: Jun 2013
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The time taken by an attack itself isn’t the only factor here - rather, it’s that plus the time to setup the attack plus the time to recover from the attack and reset. A haymaker probably involves a comparable or higher velocity compared to a jab, but takes a lot longer to setup and recover/reset.
The idea of reduced damage from making more attacks in a given amount of time makes a good deal of sense, and indeed it may be appropriate to have it scale with the number of attacks (probably following SSR - 70%, 50%, 30%, 20%, etc), particularly considering how effective Multi-Weapon Attack is for characters with more than 2 arms. However, this does have the problem that it arguably is too much of a penalty when combined with the attack penalty. Perhaps make the DWA/MWA penalty -3 and the penalty for RS/combinations -4 per attack?
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#13 |
Join Date: Feb 2016
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Jabs are much faster than haymakers, the difference is the amount of the mass that an individual devotes to their punch. A jab is going to have only the weight of the arm behind the punch while a haymaker will also add the upper-body weight behind the punch. The force of a haymaker is higher than the force of a jab, but that is a function of lower speed (probably 12 m/s versus 24 m/s) but much greater mass (probably ten times the mass).
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#14 |
Join Date: Sep 2014
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#15 | |
Join Date: Aug 2019
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If I quote the book saying it's Rapid Strike, you're not arguing with me, you're arguing with GURPS Martial Arts. Consider what that implies. Combination is a technique to buy off rapid-strike penalty.
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The movement of the body adds momentum to both strikes. Then the movement of each limb adds momentum to each strike separately. Striking one-handed, your second arm doesn't do anything. Striking two-handed allows your other arm to swing independently AND capitalize on body movement. Increased number of impacts doesn't require linear increase in power for them to deal damage. Normal Body Movement to create initial momentum + Normal One Handed Attack = Impacting damage DWA: Normal Body Movement to create initial momentum + Normal One Handed Attack + Normal One Handed Attack = x2 Impacting damage Rapid Strike: Movement to create initial momentum + Normal One Handed Attack = Impacting damage Swift reset Movement to create initial momentum + Normal One Handed Attack = Impacting damage
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 10-04-2020 at 09:15 AM. |
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#16 | ||||
Join Date: Jun 2013
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Body + Arm + Weapon = Impact vs (Body + Right arm + Right weapon) + (Body + Left arm + Left weapon) = Double Impact Given equivalent arms and weapons, for (Double Impact) = 2x(Impact), you have to double count Body in the latter case. Given Body realistically has roughly the same total contribution in both cases, splitting it between the attacks would be necessary, which is what OP’s suggestion does. Again, this would be an optional (house)rule for those who want more of a difference between, say, using a two-handed weapon and two one-handed weapons. Quote:
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#17 |
Join Date: Feb 2016
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Yes, they are realistic. When a highly trained and exceptional martial artist can punch 15 times per second in real life, I would argue that the DWA and Rapid Strike rules are probably too conservative.
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#18 | |
Join Date: Sep 2014
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When a book tells me that a boxer (considering he is professional, skill 12 as per p.172 Basic) favors making attacks at effective skill 6, I prefer to use my own judgement. Mindlessly quoting rules-as-written and telling people to go argue with the book is usually called 'being a rules lawyer'. Consider what that implies. |
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#19 | |
Join Date: Aug 2019
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What to take from this is that the book was written by the people considering all the options at the time, via theorycrafting, playtesting, etc. That's why RAW is largely more viable than personal experiences - you can trust SJG to output high quality content, and the content is ready made for deployment. So when people argue with the book, it's usually not from the position of having properly studied and analyzed the concepts present.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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#20 |
Join Date: Aug 2014
Location: Snoopy's basement
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Tags |
dual-weapon attack, extra attack, house rules |
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