10-05-2012, 08:48 PM | #31 | |||
Join Date: Oct 2007
Location: Vermont
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Re: Summary of Thread
Different philosophies then. I tend to think that since you can always attempt any technique for your Skil anyway, Styles should only present a few specialties. I also think that fewer techniques in a style make those specialties and fight philosophies clearer and the style write-up less cluttered.
But that obviously doesn't mean that my way is right and yours is wrong, of course, just clarifying my different position. Quote:
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I might even give it an alternative use (that fits with how it is used in boxing): Instead of the above bonus to parry and penalty to attack, you may choose to Evaluate on the same turn that you use a Defensive Jab. Quote:
The only one that really bothers me is Underhand Slash which seems to me to be an irreversible feature of (for lack of a better word) ergonomics. A couple of points to keep in mind: +1 Thrust isn't the only benefit of Reversed Grip, you also get +1 to Feints and Deceptive Attacks (!) (MA 112). Also consider that it costs 6 points currently to buy the Reverse Grip Technique up to full skill in order to be able to switch as a free action. This grants the benefits of both Reversed Grip Parry and Underhand Slash, plus the ability to get that extra reach when you need it, BUT it requires a skill roll every time you want to do it. Just food for thought, I'm not really sure where I stand on the issue now, after more consideration.
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My ongoing thread of GURPS versions of DC Comics characters. Last edited by aesir23; 10-05-2012 at 09:09 PM. |
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10-05-2012, 11:09 PM | #32 | |||||||
Join Date: Mar 2006
Location: Iceland*
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Re: Summary of Thread
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I'm not conceptually against allowing similar benefits as an Evaluate, but I think the same argument as before would apply. Instead of being 'like AoD, but better', it would be 'like Evaluate, but better'. Quote:
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*Occasionally they do it for swords, for use in Close Combat. Quote:
So the alternative of being able to parry and slash in a sabre-grip and stab in an ice-pick one is often not all that expensive for characters that might consider spending five points on Techniques for a fairly specialised knife-fighting move. **Arguably, spinning your weapon in your hand is not necessarily directly related to combat. Could just as well be a circus trick.
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10-05-2012, 11:30 PM | #33 | |||
Join Date: Oct 2007
Location: Vermont
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Re: Summary of Thread
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Yes, this makes me wonder if it shouldn't be it's own skill, like Fast-Draw. Or perhaps it's simply another specialty of Fast-Draw. Fast-Draw (Reverse Grip).
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10-05-2012, 11:41 PM | #34 | |||
Join Date: Mar 2006
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Re: Summary of Thread
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As for requiring Retreat, that's not a meaningful drawback. In practice, the jabbing character will always attempt to Retreat or Sideslip anyway. Quote:
I agree that Evaluate is not a desirable combat option, as written. Especially not in the Basic Set. MA went a long way toward fixing that, but in my game, I also double the 'to hit' bonus from Evaluate. Makes it a lot more popular. Quote:
*I disagree that every speciality should be its own skill. No default between drawing a knife and a sword seems harsh. I'd prefer to have just one Fast-Draw skill, with weapon Bulk giving a penalty along with position, with specific weapons and holster locations being Techniques.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 10-05-2012 at 11:46 PM. |
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10-06-2012, 02:17 AM | #35 |
Join Date: Oct 2007
Location: Vermont
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Re: Summary of Thread
But you have to choose only one of those effects, and +2 to Parry is usually the best bet.
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My ongoing thread of GURPS versions of DC Comics characters. |
10-06-2012, 02:37 AM | #36 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Summary of Thread
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All three varieties of All-Out Defence seem to me pretty decent.
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axe styles, kung fu, martial arts, styles |
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