10-02-2012, 05:22 PM | #11 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
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It occurs to me that for people who don't mind that Striking At Weapons doesn't actually do very much, I could whip up a version in an hour or so. Depending on the breaks.
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10-02-2012, 08:14 PM | #12 | ||
Join Date: Oct 2007
Location: Vermont
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
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You could also add grappling without putting Wrestling back in simply by including Armed Grapple and Arm Lock (Shortsword), even Special Set-Up (Arm Lock from Shortsword Parry) to make it really stand out, but I'm pretty sure all those would require a free-hand also. Quote:
To me there are two types of Armed Aggressive Parry that might each need their own techniques. 1. Parrying with the edge of the blade against your (armed) opponents wrist or hand, instead of his weapon. This is a move common in Wudang Sword. In the past I've treated this as a Stop Hit, but that's unsatisfying. 2. Parrying the weapon forcefully in order to push it out of line, like a Beat. For this second type, perhaps something like this: Forceful Parry Hard Defaults to any Parry at -2. Cannot be improved above Parry. A forceful parry is designed to push your opponents weapon out of line and create an opening. After a successful Forceful Parry, Roll a contest of your ST against your the best of your opponents ST or ST based Weapon skill. The heavier weapon receives a +1 to this contest, +2 if the difference in weight is enough to force a weapon breakage check. For every 2 points by which you win this contest, your opponent receives a -1 to all Parries until his next attack. This is cumulative with the effects of Counterattacks, Spinning Attacks, and Deceptive Attacks. If you lose the contest, your opponent takes no penalty. If you lose by 5 or more, you failed to exert enough force to actually parry the blow. Your opponent rolls damage as though the original attack was successful, but divides it in half. Hmmm... just a rough draft of course, may be too powerful for very strong fighters. Needs fine-tuning and playtesting. A feature of this method is that it works as written in Unarmed combat as well, as an alternative to a regular Aggressive Attack.
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10-02-2012, 10:33 PM | #13 |
Join Date: Mar 2006
Location: Iceland*
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Armed Aggressive Parry
As promised, if a few hours late:
Armed Aggressive ParryAs a house-rule, I'll also allow normal Aggressive Parry to function as a Beat at -6 to skill instead of doing damage, at the defender's option. I will also have the maneuver choice of the attacker have the same effects. *In my campaign, unmodified Parries against unarmed attacks do half damage, not full. To explain more fully, the user may elect to use any attack mode legal for his weapon. If that is a normal thr mode, he simply halves the damage. If he wants to use a mode that normally uses sw damage, he can do so, but he replaces the sw damage with thr damage before halving. So you can see that this is an improvement over normal Parry damage, at least for high ST people or ones with fine or magical weapons. I suppose I'll drop the 'halving' rule to better fit GURPS and instead have damage be thr -4 or -2/per die, whichever is worse. I've resisted until now because unlike the 'halving', that hardly blunts the edge of damaging parries by Weapon Masters with Very Fine magical swords. But I suppose they earned their awesomeness, with points if nothing else. Edit: I'll have the damage be -4 or -2/per die for thrusting, but -6 or -3/per die for swinging. If your campaign has armed parries against unarmed do full damage, no one will ever want to use this technique against an unarmed foe, but you probably shouldn't change the damage for Striking Weapons or the limbs of armed foes.
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10-03-2012, 11:43 AM | #14 |
Join Date: Mar 2006
Location: Iceland*
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
Does anyone know the characteristic parts of the body targeted with butterfly sword techniques, either in Wing Chun or any other CMA style?
Is it more common to go for arms, for a literal disarming hit, or fight-ending strikes aimed at high-value targets like the neck, femoral artery or face? I've only seen modern videos of Wing Chun butterfly swords and I don't know how representative that would be of the way they'd be used if the goal was murder and mayhem rather than perfection of form and/or building wrist strength. The impression I get is that attacks at peripheral areas of the body are de-emphasised in favour of torso, neck, upper arm (brachial) and upper leg (femoral) attacks, but that just be my misapprehension.
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10-03-2012, 12:37 PM | #15 |
Join Date: Mar 2006
Location: Iceland*
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Ice-pick Grip Knife-fighting
Knife-fighting forms in CMA often make extensive use of the reversed, ice-pick or underhand grip. As a consequence, here are some ways to specialise in that grip:
Underhand Grip Defence Underhand Slash Forearm Weapon Parry
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10-03-2012, 01:47 PM | #16 |
Join Date: Feb 2009
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
I definitely like the Aggressive Armed Parry, but I think removing the option to have swing at all is to harsh and also doesn't fit with how I view such a thing happening . . . I might give an extra penalty for swinging though, as it seems like it could be a bit trickier, but not sure
(as a note, I also use the 'half damage on parrying unarmed attacks while armed' house rule, but I allow that half damage off of swing) |
10-03-2012, 02:21 PM | #17 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
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10-03-2012, 02:41 PM | #18 |
Join Date: Feb 2009
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
Hmm
Just taking a random character of mine as an example 17 ST, armed with a Fine edged rapier, with Weapon Master So normally 1d+4 thrust or 3d+7 on a swing Would be 1d+1 thrust or 3d+1 swing if swung Hmm, how about a ST 19 character (popular on archers)? Give the same weapon and WM 2d+5 thrust, 3d+9 sw normally 2d+2 thrust vs 3d+3 sw What happens if we get to 27? 3d+7 thrust vs 5d+12 normally, turns to 3d+3 thr vs 5d+2 sw Hmmm, in 'ranges not normally seen by characters', ST 100 Also took the perk I allow 'can ignore max ST on weapon' for the fine edged rapier 10d+22 thr, 12d+25 sw normally with this tech, 10d+11 thr, 12d+1 sw So 81 average vs 78 Okay, the problem of 'thrust will quickly become better than swing because -1 plus -1 per die is far more generous than -2 per die' does not seem to be a problem for 'most normal PC strengths' It still feels wrong to me Ill admit, but I may just be hallucinating |
10-03-2012, 02:52 PM | #19 | |
Join Date: Nov 2009
Location: Oregon
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
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Your technique looks like a fine solution. I like that you included a "disarm" function as well. |
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10-03-2012, 05:51 PM | #20 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [MA] Southern Kung Fu, the Common Folk and Tong Hatchetmen
Quote:
And I apply the Shock penalty to Active Defences (-1 per -2 of Shock), have be halved at every one of your turns (instead of disappearing after the first) and force Will rolls* to avoid Stun every time you are wounded. So being wounded, even a small wound, really sucks. That being said, for normal humans with knives and ST 10, I'm pretty sure halving the damage for unarmed parries is kinder than giving a -4 (or -2/per die) to thr-based attacks or a -6 (or -3/per die) to sw-based ones. With these numbers, the damage of non-Aggressive Parries with the knife is going to be 1d-6 imp or cut, which is always just one point of injury. I might need to give some sort of bonus, both to normal Parry damage with weapons as well as Armed Aggressive Parry, when defending against unarmed people. But if I want to remain consistent with normal Aggressive Parry, that's hard to justify. *Adjusted by appropriate modifiers from the Fright Check rules (of which the most important is +5 for 'heat of combat) as well as by anything that would modify a Knockdown roll. Also, some of my own, more severe Knockdown modifiers, such as -2 for a Crippling injury and some hit location ones.
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