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#1 |
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Join Date: Jun 2013
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Spawned from a discussion in the GURPS Loadouts: Low Tech Armor thread, this is my take on making the shield a bit more realistic.
In the above thread, Dan noted that a shield makes the torso a rather unattractive hit location, while the current GURPS rules do just the opposite. The easiest way to address this would be to have a shield give a penalty to hit the torso, but it was brought up that doing so while having shields grant their DB to other defenses may be double dipping. My solution is relatively simple - shields impose a penalty equal to 2xDB on attacks to the Torso (and the arm the shield is strapped to, at a minimum). Shields grant full DB as a bonus to any Block with that shield, but only half DB (round down) as a bonus to any other defense. If the penalty or bonus makes the difference in any attack or defense, the attack hits the shield. These are true for any frontal attacks. Attacks from the Shield side are defended with full DB for any defense, attacks from the Weapon side need deal with only half effects (-DB to Torso attacks, half DB for Blocks, no DB for other defenses), and attacks from behind ignore shields. ... Another point brought up was how easy it is to target the arms/legs, and how difficult to target the head. In Pyramid #3.34, T-Bone suggests a Dodge bonus for attacks against extremities. I would extend this bonus to Parries against limbs as well, but with a success meaning you got your arm/leg out of the way (just as with a weapon). What skill to use is up to the GM - Brawling/Karate/etc is appropriate for both, weapon skills may be appropriate for the arms, and Acrobatics/Dancing/etc may be appropriate for the legs - particularly in cinematic games! As for easier headshots, in that thread I recommended allowing a downward strike that basically worked out as +2 to attack, +1 to the target's Dodge, and hitting the torso on a miss by 1 (if the target has a shield, it may be appropriate to let the attacker make another attack roll, with the shield penalty, to see if he hits the torso or the shield (alternatively, just assume he hits the shield). EDIT: The above is misleading. The +2 to attack is a relative +2 - you're still targeting the Skull at -7, for a total -5 to hit. ... Naturally, I'm interested in the ideas of others on both topics. Hopefully this thread will allow us to maintain this discussion while leaving the Loadouts thread for actually discussing that work. Last edited by Varyon; 12-10-2013 at 12:37 PM. |
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#2 |
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Join Date: Jul 2007
Location: Ann Arbor, MI
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You seem to be adding a lot of complication for very little benefit. Also, if you think a head shot is easier than a torso shot with a shield, I encourage you to find a historical fencing group and give it a shot. The mechanics don't support the notion. More likely you'll find your overhead blow blocked and a sword in your guts.
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Online Campaign Planning |
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#3 | ||||||||||
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Join Date: Jun 2013
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In cases where your guard should be open (All-Out Attack, possibly Committed Attack, and during Stop Hits), it may be appropriate to reduce the penalty and/or your DB. Quote:
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Still, all those AoA (Double) Shield Push + Spear Thrusts near the beginning are pretty awesome. |
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#4 | |||||
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Join Date: Jan 2010
Location: Brighton
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Now that might be a separate topic, but unless you're assuming it's a perk everyone has, and even if you ignore the rules in LTC2, your still left with the rules in campaigns. So how does you idea impact with those with large shields? *personally I tend to rule that to benefit from shield wall training, you have to be actually be in a shield wall which is two or more chaps with shields and the same perk. Or at the least fighting from a fairly static position. However what I also tend to have is a technique for shield that allows you to buy off the penalty anyway. Quote:
Also remember shields don't protect in all directions in RAW, if you position yourself well you can get negate them. Which IMO gets you to the same place i.e a shield gets in the way for lot of attacks to a lot of locations, but positioning of you, the target and his shield is vital to that. As an aside this is one of the reasons for shield walls, to protect your on unshielded side with the next chap's shields. I get there's an issue that RAW doesn't discourage an attacker from targeting the torso (in fact often the opposite). But what the reality we're trying to model here? Shields make targeting parts of the body more difficult than they would otherwise be from certain directions? Then OK but I'd argue that's what a bonus to defence from certain facing does. What could be done is if you take the favoured facing rules from Gladiators (which is what I think Gollum was referencing earlier) you could easily apply that for attacking from the sides. So if you're in a chap's sword arm side facing, you could target the arm at only -1 and negate his shield DB if he attempts to parry. Ultimately this makes shields an impediment that forces an attacker to do certain things to negate, actions that the shield bearer can exploit. Quote:
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*barring cover vs missles. Last edited by Tomsdad; 12-11-2013 at 05:52 AM. |
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#5 | |
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Join Date: Jan 2010
Location: Brighton
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Ultimately I think it's going to make shields more effective (there's now a double bonus of bonus to defend and penalty to being attacked). Thinking about it in my game I'd probably reduce locations covered by one (and thus reduce the extra bonus that can be moved around by one as well). Simply because IMO small bucklers etc (DB1) aren't going to provide cover to the arm and torso, and it will tone larger shields down some what. What I think you will get is shield proliferation so shield vs. shield becomes more likely so all those double bonuses will stack. Which is not necessarily a bad thing, and if nothing else will encourage tactics beyond attack, attack, attack but rather one's that directly deal with the shield or circumvent it. One thing I would do is make last rule about concentrating cover subject to a perk (or may be some kind of technique), just so that levies with Shield skill 11 and DB3 shields aren't chucking their shield around like this. And I'd look carefully at anyone wants this perk and shield wall training as well. As to me both represent different methodologies of shield use. However if I did that I would be allowing chaps in shield walls to extend protection to the chaps standing next to them, so that your weapon arm is protected by your mates shield. Last edited by Tomsdad; 12-11-2013 at 05:54 AM. |
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#6 | ||
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Join Date: Jun 2013
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It doesn't, because those with large shields, like those with small and medium shields, don't take attack penalties - because they have a Perk that prevents it.
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Everything shields do in RAW, they do to all hit locations equally. As every hit location other than Torso takes a penalty, and shields are effectively penalizing all attacks, this ends up actually making Torso more attractive as a target. I don't want this. Quote:
Please be more clear in the future. You were talking to me the entire post about my suggested rule, then suddenly went to problems with RAW as though they were problems with my idea. A transition would alleviate any confusion here. As for the discussion of whether or not the Spartans in 300 are attacking All Out, look at them. They leave themselves completely open for a second or more when they attack. If that's not an All Out Attack, I don't know what is. What's preventing their remaining opponents from exploiting this are a) the corpses of their foes get in the way of enemies getting close enough quickly enough, b) other Spartans who haven't attacked yet can attack and kill those few that do get close enough, and c) they've all got the Flourish Perk that lets them do a free Intimidate when they kill a foe. There might also be some variant of Melee Etiquette in effect, although the Spartans don't follow it. ... Of course, all that said, I really, really like Kromm's first version of the rule. As I said before (in an EDIT, so it may have been missed), I'll probably still have Parries get only half DB (unless the weapon or weapon arm are covered) to encourage the use, rather than mere holding, of shields. It might be worthwhile to allow Shield skill to boost the penalty a bit (say, roll against Shield-4 each turn, success imposes an additional -2 to hit shielded locations, failure gives +2 to hit them; buy it up as an Average Technique), but I'll have to think on that. |
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#7 | ||||||
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Join Date: Jan 2010
Location: Brighton
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And if they don't. To assume that every one has this perk is the same as deciding to ignore the rule the perk negates. Fine but by that measure you might as well say all shields protect from both sides because in my game every one has double jointed. Quote:
I.e its an point of consideration, it's just not the only point of consideration. This often the problem with house rules they are made in isolation and often ignore the wider context. Also your initial post is not the entire point of this thread, in much the same way as your solution is not the only way to solve the problem. Quote:
You saying there's a problem let's fix it while ignoring the implications the fix brings. I'm saying, make sure the problem is not already fixed somewhere else before you bring in a new solution. Quote:
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what were you saying about miss-attributing entire responses to points, try to be more careful in the future eh? Last edited by Tomsdad; 12-11-2013 at 10:52 AM. |
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#8 | |
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Join Date: Apr 2005
Location: France
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Here is another video which will show you what I mean. http://www.youtube.com/watch?v=JpRN7...ature=youtu.be It has been posted by Dangerious P. Cats in this interesting thread: http://forums.sjgames.com/showthread.php?t=120504 This combat is very different because it is... Training. The shield guard remains better, but the two opponents don't really strike. They don't use their strength. They just softly touch their opponent. So, of course, in this case, the shield is much less cumbersome. Now, if you look closely at this fight, you will notice that despite of that fact, they still open their guard from time to time. And if you looked closely to the 300 example, you will also notice that the Spartans don't abandon their defense. After each attack, the shield is ready again to block... The rules already give a huge bonus for large shield. +3 to all defenses: block (of course) but also parry and dodge. A skilled warrior (basic level of 14) goes up from a block score of 10 (50%) to a block score of 13 (83.8%). And if the warrior step back, his total bonus to Dodge is +6 (+3 for retreat and +3 for the shield)! So his torso is already very well protected... Now, if you want even some more protection, Kromm gave you a very interesting rules above... I love the last one for its simplicity. And I just would like to add this: if you are really interested by combats, Martial Arts could really help you. It gives a lot of very fine rules and detail... Last edited by Gollum; 12-11-2013 at 03:38 AM. |
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#9 | |
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Join Date: Jan 2010
Location: Brighton
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It's a mixed scene for me, the opening minute or so where it's locked shields and a scrum with the occasional overhand jab I really like. Then it all gets bit Hollywood. I disagree regarding all out attacks. In a situation where there are so many people fighting in such a close space AoA are a death sentence, because even if you kill the chap you attack, he's going to have mates on either side. Spartans (and other elite hoplites) excelled at defensive tactics, wearing down much greater numbers of less drilled, less heavily armoured troops. They are going to fight conservatively relying on training, fitness and kit to to keep them going. It's the other guys who are going to have to rely on AoA. Don't forget in that scene moving their shields out the way to attack, on occasion involved them physically throwing back the enemy formation by doing so, I do think realism had left the building at that point. Basically shield walls and AoA don't work well together. Although I guess you can mention saxon/viking shield walls with the occasional two handed axe man but that's more a combined arms kind of thing with the guys in the shield wall protecting the guys with big axes trying to break the other's wall. (But I understand how those Dane axes were used is still up for debate). Shield walls are mainly defensive in nature, the real killing happened when one broke. Battle of Hastings is a classic example. Shield wall holds for several hours. Plenty of attacks, which are repulsed, but not many deaths on either side. The Saxons have to stick to the good position to defend against cavalry (and time is ultimately on their side anyway), the Normans are free to attack and withdraw and attack again but are unable to break the wall. It's only when the shield wall breaks (to pursue) does it all go to pot. Cavalry against pursuing foot, and then cavalry and foot exploiting a break in the wall and disordering it. The point of Thermopylae is that the position was tailor made for a small force* in defensive formation to bring all their force multipliers to bear on a much larger force who's force multipliers are removed by the position. And ultimately like Hastings time was what was being fought for (although the circumstances are different obviously). What I don't like** is when the Spartans all then run out as a skirmish line to show off for the camera, that's asking to get pulled down by a larger force. Although they do seem to enjoy altered time rate at that point! *although of course there the Arcadians that all seem to be off screen during film's fight scenes! **from a RL example of combat POV. Last edited by Tomsdad; 12-11-2013 at 06:11 AM. |
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#10 | ||
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Join Date: Apr 2005
Location: France
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Either do I. Quote:
Two notes, though. 1) GURPS rules already have a lot of optional rules to handle defensive fights, so adding one about shields was not absolutely necessary – in my humble opinion. No matter, this thread gave us some really interesting ones, thanks to Kromm. 2) In GURPS, there is a defense that is not really what its name makes it appear: dodge. A character can dodge every attack he is aware off, no matter the number of attacks, and even if it is bullets. So, unless pretending that all GURPS characters have super powers (as it has been discussed in many threads), “GURPS dodge” is not just dodge. It is also the more generic ability to be at the right place with the right stance to avoid being hit. And the shield is already taken into account here! The DB adds to the dodge score as well as to the block one, and the player will almost always have the possibility to make a dodge roll. Thus, an ordinary man holding a large shield, even without the least hour of training with shields, will have +3 to all his dodge rolls, making them going up from 8 (about 25% chance of not being hurt) to 11 (about 62% chance of not being hurt). This is already a huge advantage, isn't it? |
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