09-09-2013, 01:11 PM | #131 |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: GURPS Martial Arts: Technical Grappling is out
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09-09-2013, 01:28 PM | #132 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Martial Arts: Technical Grappling is out
Quote:
Anyway, the assertion that big people are "nerfed" in TG seems to be ignoring the new approach to grappling. In TG, ST is king -- far more so than in the standard grappling rules! The stronger grappler will establish far more CP on his foe, which will let him dominate the fight. And in GURPS, high SM is intended to correlated with higher ST, which is why you get a significant discount on its cost. An SM +2 giant will likely have ST 25, which means he's rolling six times as many CP as his ST 10 foe, on average. And his SM was effectively a disadvantage, in that it saved him 30 points on his ST. Granted, this assumption breaks if your world is full of SM -2, ST 20 halflings and SM +2, ST 8 ogres, but that's not because of Doug and TG. It's just an artifact of the quasi-realistic assumptions that GURPS makes, such as that "size" and "strength" will be at least loosely proportional. Please feel free to send all hate mail about these things to Sean and me. :)
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09-09-2013, 01:53 PM | #133 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Martial Arts: Technical Grappling is out
The problem with such assumptions is that the game system doesn't make much effort to enforce those assumptions. It could be quite easily fixed by, for example, making SM not a zero point feature.
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09-09-2013, 02:01 PM | #134 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: GURPS Martial Arts: Technical Grappling is out
@DC -
Question: in your post RESCALING MELEE WEAPONS, you presented the house rule (which I use and enjoy) that rescaled ST-powered damage to be sensible vs firearm damage. Using this, sw and thr damage for a given ST would be lower overall. Would you suggest that CP values (which run off the same ST-based damage table as in Basic) are cinematic or realistic as they are? Basically, if I use your house rule on rescaling melee weapon damage, should I also use a similarly revised table for finding the CP that would be inflicted for a given ST, or are you happy with the standard CP values as is, as far as realism goes? Also, did you ever get a chance, in playtest, to see the interaction between the rules in Technical Grappling and The Last Gasp (both the adjustments to FP recovery and the addition of AP)?
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-JC |
09-09-2013, 02:02 PM | #135 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Martial Arts: Technical Grappling is out
This thread has drifted far enough off topic to need closing. It started as a discussion of a new release, which we truly appreciate whether you're writing to congratulate, criticize, or simply chime in with "Me, too!" Oscar Wilde said it best: "There is only one thing in the world worse than being talked about, and that is not being talked about." However, the thread has since mutated into the "What is SM worth?" discussion that has been around since 2004. Feel free to restart that in another thread that doesn't drag in GURPS Martial Arts: Technical Grappling by naming it in the title. Here are some seed topics for you:
High SM is good because it . . .
High SM is bad because it . . .
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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