05-23-2022, 02:40 PM | #31 |
Join Date: Feb 2008
Location: The Athens of America
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Re: How mandatory is putting a few points in a grappling skill?
Since at this point 85% of the thread is discussion as to which unarmed skill is better, that is a decent indicator of how useful having such a skill is.
We haven't even really touched on the better range of parry options you get from having one of the skills vs. 'no skill, no weapon, no parry' option. Also an unarmed weapon skill gives the PC a 'less lethal' option in the tool box. Useful when 'maximum damage' is not the best play to call. My $0.02 is spend at least a point on one of the options.
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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 |
05-23-2022, 03:38 PM | #32 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: How mandatory is putting a few points in a grappling skill?
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05-23-2022, 03:48 PM | #33 | |
Join Date: May 2010
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Re: How mandatory is putting a few points in a grappling skill?
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05-23-2022, 04:30 PM | #34 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How mandatory is putting a few points in a grappling skill?
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Everyone has/had a decent gun or beam weapon skill (some have truly silly levels). Many have melee weapon skills, with most of these being picked up after some bad experiences in places where high-tech solutions were non-functional. Several have no unarmed combat skills at all. They are all characters without a primary combat focus and rely on not being that close, though some have close combat techniques for their pistol skills. Of those with unarmed combat skills, Brawling is the most common, followed by Karate. One character has/had Judo. Nobody has Boxing, Sumo Wrestling, or Wrestling. This is despite several occasions where characters have been successfully grabbed and seriously inconvenienced by people, robots, and large animals. Somehow other skill always seem more important to gain or raise. I tend to give NPCs I fully detail at least some skill in an unarmed striking skill and a grappling/throwing skill if they're any sort of a combatant - usually Brawling and Wrestling is it's a sideline, as they give good bang-for-the-buck at low point investments, though if their background suggests different skills, they'll get them. I don't think I've ever detailed a serious unarmed martial artist - the only close combat NPC that rated a full write-up liked knives, though they did use the old 'grap and knife them' tactic a few times.
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05-23-2022, 04:37 PM | #35 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: How mandatory is putting a few points in a grappling skill?
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That is difficult to replicate with a sword. Crippling arm damage could still lead to bleeding out, etc, etc. I am saying it is possible to do, not necessarily easy to do. It would often be a terrible idea to try it rather than just running the villain through, but it is nice to have options. Hell the Judo skill can be a useful Interrogation tool. Put someone in an Arm Lock and ask questions. If you are not getting answers move from 'maintain a grip' to 'start doing damage'. The example of spending a point in a skill is intended as a beginning point, i.e. do so at character creation. (Even a single point is precious at creation when you are building on 100-150 and learning Hard skills from scratch takes a fair while) Then as the character's career moves along you can steadily build up the skill with earned cp. If you find it useful feel free to spend alot of points and master it. IME options are good. I have played 'specialist' less over the years and moved to more 'generalist' character builds. If you can do many things competently (12-15) you are less likely to be caught flatfooted. You can also try to focus towards your opponent's weaknesses and away from yours. YMMV as always.
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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 Last edited by Witchking; 05-23-2022 at 04:40 PM. |
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05-23-2022, 05:28 PM | #36 | ||||||
Join Date: Jun 2013
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Re: How mandatory is putting a few points in a grappling skill?
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*Technically, per The Sound of One Hand Grappling, you can do a Lock with one hand, but I believe you can do that with Judo or Wrestling. Quote:
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05-23-2022, 06:49 PM | #37 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How mandatory is putting a few points in a grappling skill?
So it does. I had looked it up, but somehow didn't read that.
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05-23-2022, 07:11 PM | #38 |
Join Date: Jan 2006
Location: Central Europe
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Re: How mandatory is putting a few points in a grappling skill?
Wrestling is Average not Hard, and instruction should be more widely available. For most characters, +1 skill is significant. And of course, most GURPS games use just the combat rules in the Basic set not any of the expansion books. I have not found that Judo was a much better skill than Wrestling but YMMV and it depends on which options are turned on.
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05-23-2022, 07:13 PM | #39 |
Join Date: Feb 2008
Location: The Athens of America
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Re: How mandatory is putting a few points in a grappling skill?
LoL don't know about 'most', I can go as far as 'many'. So a lot but not necessarily 50%+.
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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 |
05-23-2022, 08:34 PM | #40 |
Join Date: Aug 2007
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Re: How mandatory is putting a few points in a grappling skill?
<shrug>This means that you can base Judo on ST but it doesn't says anything about using your Power Grappling level instead of ST in a ST v. ST roll.
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