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#11 | |||||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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I am not trying to be dismissive of the skill of the primary actors or their stunt-man partners. I know a few of these guys and they're amazing. But those movies are designed to show off intricate skills through careful choreography, and Real Life is messier than that. You've trained: you know this! Quote:
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The other thing that is worth considering here is the exploitation and training in combinations or, even better, Extra Attack. That allows you to (say) apply an arm lock AND apply pain each turn, which imparts stacking penalties from -2 for Moderate Pain to -6 for Severe...and of course if you manage to score Agony they're done. My experience is that Extra Attack is 100% worth it for grapplers who can afford it (and cinema heroes can), because it turns a lot of the moves that usually have to be trained as Rapid Strikes (arm-lock/attack is a big one) or on sequential turns and turns them into one-move things. My more hands-on training does suggest that applying an arm lock and pain in one move is the most common thing - the position for most joint locks (as opposed to "simple" holds that immobilize limbs without reaching the limits of movement) puts the joint in a position of near-zero leverage and usually very much non-zero discomfort. Moving the "apply pain as a free action" to the same turn as the Arm Lock attack rather than the following turn should fix up the issue you see with "and now I have to wait for my foe." The requirement to spend CP to apply pain is something that I did away with in Fantastic Dungeon Grappling, and it's something I'd do away with in a notional TG 2nd Edition too. That mechanic "makes sense" from a game perspective but for things like strangles and locks, never feels right in play. Quote:
In actual sports grappling, I see a lot more "big moves" in terms of using the entire body rather than the sort of "I have you at arm's length with a finger lock" precision manipulation. Regardless: if you want cinematic fights you do have to employ cinematic switches, let your guys buy Extra Attack so they can do a lot of "combo" moves without a rapid strike, or really leverage that side and rear arc Change Position maneuver...which you can combine with any other Maneuver that allows a step. As Arm Lock is an attack, you can Change Position-Arm Lock in one move. That should take the wind out of their sails! Quote:
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Gaming Ballistic, LLC Last edited by DouglasCole; 12-02-2020 at 08:50 AM. |
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#12 | ||||
Join Date: Jul 2015
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I probably should have been more clear, but I'm talking about standing grappling, and using locks to force a standing opponent to turn his kicking leg into his load bearing leg. You can't kick with a leg that is bearing more than 50% of your body weight. Again, that may be below the resolution of GURPS rules, but is a key component to not getting kicked while in a standing grapple. I've learned this the hard way as a handful of the people I train with have TKD backgrounds and will kick the living **** out of you instinctively, even when you have them in a standing joint lock, if you don't force their body weight over whichever leg it makes the most sense for them to kick you with.
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#13 | ||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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#14 | |||
Join Date: Jul 2015
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Now it's my turn to split my response up into two posts.
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And I totally get that there are some requirements to make this sort expectation materialize at the table, some of which include: -PCs with relatively high point values, likely investing in Judo, Karate, AND Wrestling -PCs with advantages like Extra Attack 1 (almost a pre-req), Enhanced Parry, High Pain Threshold for ignoring shock, etc. -Mook foe that generally lead with All Out Attacks, so they can't defend against that PC's follow up attacks -For Technical Grappling, switches like Cranking it up or Quick and Dirty (I prefer Quick and Dirty) And a host of others. It's part of the GMs job to level-set the PCs, and make sure they understand that their 100 point modern character that is a yellow-belt in Krav Maga isn't going to fight like Rama or Jason Bourne. But with those switches turned on and with the appropriate skills/advantages/mook behavior, I EXPECT my 250 point Action Hero Martial Artist to be able to do EXACTLY that. That's why it bothers me when you still can't duplicate that stuff. Quote:
One thing I did want to mention from RL regarding this, though, is timing and flow are critically important in landing techniques, and there are ways string together techniques in a manner that prevents or reduces the chance of a counter attack. And those ways don't necessarily involve landing a stunning hit so your foes has to take a DO NOTHING maneuver on his turn, nor do they require a willing stunt-man who will just stand there and take hits. The only solution I've found to this in the GURPS rules structure so far is try and compress things to a single turn when really they should take 2 - 3 seconds of time. While that may not be realistic in terms of time-scale to execute, it's one of the few ways make stuff work. As it stands now, you need one or more of the following: -Extra Attack (REALLY expensive, not always allowed) -AoA Double (Generally a bad idea, especially if there are multiple bag guys) -Rapid Strike (HEFTY penalty, need really high skill to overcome) -Bought up Combinations (better than plain RS, but gets really expensive for more than one Combo And of course that doesn't count any of the supernatural stuff like ATR. Some techniques really do have to be strung together, you should be able to build a character in GURPS who can do this effectively without having to spend 200 characters on JUST unarmed competency. Check out https://youtu.be/EElqjVt2joY?t=79 this series of techniques moves for what I am talking about. Granted, this is a demo and not something being done under duress, and the uke here is not really resisting or trying to counter, but it's about 4 seconds of techniques where the uke really only gets one or two opportunities to counter attack at best. You do see exploitation of relative position, and possible vitals striking that might result in stunning. But regardless, a well trained PC with appropriate levels of skill should be able to pull something like this off, but shouldn't need 100 points of unarmed combat skills/advantages/techniques to do it. Incidentally, look up the rest of Maul's videos. He has some really cool stuff, and there is a lot of cross pollination between his Silat and the Modern Arnis stuff that I train in. I especially like his Axe/Tomahawk stuff. |
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#15 | ||||||
Join Date: Jul 2015
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Double CP sounds awesome, but the die roll is pretty variable, are you are likely to get **** for CP with a low roll, even with that switch in place. Q&D means that you will always get some CP, even on relatively low ST characters. If my guy has Trained ST 11 (1d-1 CP) and we are using CiU and I roll a 1 for CP that is still 0 CP. If I roll a 2, then I net out at 2 CP. With Q&D, I'm always getting 5 CP. Less variation, but I never get punished for a bad CP roll. Quote:
Granted, if you have to SPEND CP each turn to do this, you are going to eventually run out and lose the lock/grapple. That's not how it works IRL in my experience, but it makes sense from a game mechanics perspective. Quote:
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I suppose that sorta counts as "surprise" too. My point is that locking someone who is focusing on the joint your are trying to lock is probably going to prevent you from doing so. Getting him to think about something else first significantly increases your chance of success. Incidentally, this applies to weapon disarms as well, and all of our disarms are preceded by strikes, feeds, or some other distraction to keep the guy from focusing on the weapon you are trying to take away from him. {quote=DouglasCole] In actual sports grappling, I see a lot more "big moves" in terms of using the entire body rather than the sort of "I have you at arm's length with a finger lock" precision manipulation. Regardless: if you want cinematic fights you do have to employ cinematic switches, let your guys buy Extra Attack so they can do a lot of "combo" moves without a rapid strike, or really leverage that side and rear arc Change Position maneuver...which you can combine with any other Maneuver that allows a step. As Arm Lock is an attack, you can Change Position-Arm Lock in one move. That should take the wind out of their sails! I'll admit most of the games I have run use the shorter "Fantastic Dungeon Grappling" rules, which take a lot of the fiddle out of the sequences, and make some improvements in speed of play. Exxar has a great post extrapolating almost all (all?) of the techniques listed in MA:TG to the FDG ruleset.[/QUOTE] I like what I've read so far in FDG, and once I've had some more time to digest it and make sure it covers all of the bases from TG that are important to me, I'll likely it up making it my defacto ruleset for Grappling in GURPS. Thanks again for your feedback. You've filled some gaps, applied some perspective, and given me lots of food for thought. I really appreciate it. |
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#16 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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One concept we came up with was instead of spending CP, you "risk" them. You ante up (just as you'd spend them) to set the maximum effect of the technique, then make an attack roll. If you succeed, woo hoo, nothing lost (but you also don't get more CP), and the technique works as you intended. If you fail the roll, you lose the CP. Fantastic Dungeon Grappling does some of this; it was written with 15 years of experience of at-the-table play.
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#17 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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#18 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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Most of those are (mildly to very) representable. most lead off with a grappling parry (which parries and retains mild control of the punching limb), followed immediately by a strike. GURPS doesn't always represent the openings inherent to attacking fully, but I'd consider Riposte for this, though the restriction on the effect to "Dodge only" found on pp. 124-125 of MA is not great. I'd probably wind up treating these as "setup attacks" but off of a parry. Every -1 to Parry is -1 to your foe's defense, declared ahead of time (in effect, this is the Setup Attack version of Riposte, but without the special cases). So the instructor is doing a Setup-Parry with a grappling parry, making an immediate strike into the opening on his turn. Now, GURPS doesn't penalize active defenses after a shock penalty...but it probably should for "Harsh Realism." Four points of damage would be an extra -2 to Parry and -1 to Dodge...which is why you throw that strike in there to begin with, in most cases. That shoulder strike to what we call a gooseneck - a wrist compression - is going to be rough to model in GURPS. There are a few moves in there that are "destabilizing" sweeps that generally lead to Takedowns...though some of them just effectively so imbalancing that even though the guy is still on his feet, he might as well have fallen down; something that is the effect of "Stun" (so Do Nothing, -4 to Defend) but requires a DX roll to recover would be interesting to represent those. Such a move as an Action After a Grapple would go a long way to represent some of the "I have all the time in the world" stuff you see in these demonstrations, and what you see in the real world when these things work.
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#19 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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1) Folks who want to grapple in their games optimize for it. The best/worst offender is the 250-point Wrestler, Lisbet, in the Hall of Judgment sample characters. She's got Wrestling Master, copious Lifting ST, and throws down at Lifting ST 28 when grappling, and 3d+5 control points on a successful attack. This is a case where the player has paid nearly 250 points to grapple to death any ONE foe they face (they suffer in groups, much like an anti-Fezzik). So folks who have used grappling to grapple really, really grapple the heck out of the bad guys. 2) I've mostly focused on the double CP because it has always in my mind been associated with an eliminated Max CP cap (per p. 6), and also because I like the die rolling. But you're right - in movies, these grapples ALWAYS work, unless the director is making a point of how awesome the foe is, such as when Bourne fights an equal, and they're very effective quickly. Quick-and-Dirty does that quite well.
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#20 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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Sorry for parsing out your (and my) long posts into bits, but I don't want to lose the many points made.
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My conclusion was that not only was the "on your next turn" realistic, that in many cases, it takes a full second for the other guy to LAND. Try it - I think you'll be surprised at how long some of the techniques actually take. Or maybe not! I was, though. I note that in a way, Fantastic Dungeon Grappling does this better: you can spend CP doing more or less anything to Injure the Foe, and you can definitely do this during a Takedown. So if you want a one-step "throw-from-lock," just do a Takedown while spending your CP to inflict damage. Subsume any "and I crank his arm/shoulder/neck in the process" into a penalty on the Quick Contest for the Takedown. You'll note Locks are a special case in FDG on p. 8, used for Pain...ALL the other joint locks that cause damage are subsumed into Injure the Foe. One other thing to consider here might be Dual-Weapon Attack. It's less penalized than Rapid Strike, less expensive than Extra Attack, carries the built-in penalty to defend (which is why you do a lot of these techniques simultaneously), and with a Special Training perk, or in a cinematic world, the DWA penalty can be bought off.
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arm lock, martial arts, technical grappling |
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