11-23-2014, 10:26 PM | #541 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Punches are Range C attacks. Kicks and many weapons are Range 1.This example covered the most visually accessible form of arm lock - the Aikido-like defense against a punch, which transitions into a (standing) arm lock.
So as noted in the example, Dodeca steps into close combat to punch on his turn, bringing the distance to 0 yards; Lockenkey's retreat brings him back to one yard. I did make that explicit in the post (emphasis added): "Mr Dodeca [starts his turn] steps into close combat to punch (punches are Reach C!). He will hit 75% of the time." I make pretty much your point, though, when I talk about weapons, which can have high Reach.
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11-24-2014, 09:40 AM | #542 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Steven Marsh*looks at how to shake up a bog-standard dungeon crawl by taking a bit of a mutually-exclusive and comprehensively exhaustive look at how to alter the concept. Bring something new to the table. Add something that wasn't there before. Take something away that usually is, or take a trope and tweak it hard.
Also includes links to reviews for every other article in this issue, which overall was very strong. Http://gamingballistic.blogspot.com/...eons-review_24
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11-25-2014, 11:51 PM | #543 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
I continue my exposition on the "four step" taxonomy for grappling in gaming: (Grab, improve grab, improve position, win) by discussing improving grapples in GURPS.
I consider both the Basic Set/Martial Arts versions of what this looks like, as well as the alterations made with Technical Grappling. As always, comments and suggestions are appreciated!
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11-26-2014, 02:30 AM | #544 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gaming Ballistic - GURPS Content Posts
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Suppose you're tightening the grip around someone's neck to cut off air/blood supply, i.e. doing HP/FP damage; that requires spending CP; the fewer CP you have left, the weaker your grip becomes. Since my real-life experience with grappling is very modest, I would like to ask: what real-life effect does this grip-weakening-by-gripping-tighter represent? ---- As for B/MA: Oh well, I was expecting that steps 2-3 will be harder to separate neatly and keep both of them on most victory paths. Last edited by vicky_molokh; 11-26-2014 at 02:34 AM. |
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11-26-2014, 08:30 AM | #545 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
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It represents a game-mechanical decision to unify the mechanics for spending Control Points, honestly. Threre's a reason I keep noting that this mechanic is inelegant but effective. Most things happen too quickly using RAW, and the spend/recover pattern fixes this to some extent. The choking example is the most egregious example, because once you have the right hold, and tighten it, a blood choke just kinda works. A less-bad example is applying pain from an arm bar, but it still squeaks around the edges. The basic principle in the game is that if you want to hurt someone or cause an effect with CP, you have to spend them, and that necessitates recovering them. At the time, my goal was to preserve the basic mechanism (in this case, that's a double meaning: I wanted to preserve the damage mechanism in the Basic Set, as well as the one listed). The mechanism for spending to upset someone's balance (imparting penalties to a DX roll) is yanking them around, which can give them an opening to recover if you don't follow up. For injury, the principle was "CP spent set the upper bound for injury." Could we have found other mechanics? Well, in the year or so that's past since the book's release, and the even longer time from playtest close to now, I've come up with at least three. Does that make the existing mechanic errata. NO. It does make it inelegant, as I've been the first to admit. But it's functional.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 11-26-2014 at 08:39 AM. |
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11-26-2014, 11:14 AM | #546 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Gaming Ballistic - GURPS Content Posts
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It's not entirely clear to me that the Basic Set really has this option, as distinct from step 3. What is there in the Basic Set rules that couldn't be subsumed under step 3? Bill Stoddard |
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11-26-2014, 11:51 AM | #547 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gaming Ballistic - GURPS Content Posts
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Regarding things happening too fast: is it really your experience that a grappler gets rid of more monsters/etc. as compared to the striker, per unit of time? In B/MA? In TG? Quote:
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Are those non-CP TG mechanisms posted somewhere? If not, will they be? If they will, blog or Pyramid? |
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11-26-2014, 12:42 PM | #548 | ||
Join Date: Jun 2013
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Re: Gaming Ballistic - GURPS Content Posts
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Would it be inappropriate to introduce a question about an old Gaming Ballistic article on Sumo here? |
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11-26-2014, 12:51 PM | #549 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Gaming Ballistic - GURPS Content Posts
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Note that I'm talking more for a hypothetical 'GURPS 5e' (that will likely never be), not for rewriting GURPS 4e - too much trouble. |
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11-26-2014, 01:23 PM | #550 | |
Join Date: Jun 2013
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Re: Gaming Ballistic - GURPS Content Posts
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blog, blogs, committed aim, dungeon grappling, modern firepower, pass limb |
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