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#51 | |
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Join Date: Mar 2006
Location: Iceland*
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The natural response to that from Master Braelgar is to spend some of his CPs from the grapple on Mickey's leg to Sweep him. They count double for that purpose. Since Braelgar is suffering -7 to ST and DX, I guess he'll want to spend them all, to ensure victory. Because that will give him +16, though, he can accept a -3 for Rapid Strike, planning to follow up his Sweep with some brutal battering of his now prone foe. Sweep 15 (25-7-3) vs. Trained ST 28 (30-4 and a +2 for grappling encumbrance modifier), with a +16 bonus to Braelgar for the spent CP. Well, I rolled a 6-6-6 for Braeelgar, so I guess he loses. Rolls a 12 for effect, which means that he needs a Ready before he can use his weapon again. Ok, so Mickey wins that fight. Assuming for the sake of actually testing the rules that a lucky critical failure didn't end the fight and rerolling, Braelgar wins the Quick Contest, with the margin of victory being 7. Mickey is knocked down and loses his grapple on the halberd, as he cannot mantain it while lying prone. Mickey succeeds at Wrestling-based Breakfall, even at -7, and lands on his back, not his belly. Now no one is grappling anyone. Master Braelgar has another attack in store, however, at -3 for Rapid Strike. That means effective skill 25, with a -5 for Face, reduced by 2 points for Combat at Different Levels. Ends up 22, use Deceptive Attack to reduce that down to 14 to give a -4 (reduced to -3) to Mickey's Active Defences. His Brawling Parry is thus 14-3 or 11, with success by 3 or less meaning that he takes damage to the parrying limb. Braelgar hits with a swing, using the hammer that's instead of a spike on a tourney halberd. Mickey spends a FP for a +2 to his Brawling Parry, but only manages to get his left arm in the way. ST 16 Weapon Master with a hammer head on a 10-lbs halberd is 2d+10 cr or 16 damage, of which 10 get through DR, reduced to 3 HP for Mickey's Injury Tolerance: Damage Reduction. Our Hero is in trouble, but even with a -1 Shock Penalty (HP over 20 divides the Shock), he makes an Acrobatics-based Instant Stand (which he has at 16) and finishes up with a Fast-Draw of his 14" long unsharpened rondel, which is a baton that uses Shortsword skill, into a Defensive Grip. Mickey's Shortsword skill is 23, one lower than his Two-Handed Sword skill, but it's better than being unarmed. Of course, he's still facing an unwounded absolute master with a halberd while wielding a 14" long baton. His 3 HP wound to the left arm is not enough to trouble him much, though, as he has 25 HP and the wounding threshold for the arm is thus 9 HP. But now Master Braelgar will avoid anything even smelling like a grapple while striving to keep Reach at 2, so Mickey can't harm him. And since Mickey won't have Luck to burn, it's likely that he'll succeed in this and give Mickey sound whacks to any and all exposed limbs until Mickey cries uncle.
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#52 | |
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Join Date: Aug 2004
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#53 | |
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Join Date: Mar 2006
Location: Iceland*
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If so, that changes everything! See, that's why I have to go through the book for practice fights, with forumites commenting on what I do wrong.
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#54 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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You seem to be interpreting the rules as presented in fairly normal ways, so the problem isn't really the rules. The more-skilled fighter is wielding a weapon successfully to neutralize the advantages of a stronger but less skilled fighter . . . which sounds like "what weapons are built to do" to me. You seem to want the grappled fighter to have more options. OK, I can work with you on that, but that doesn't make it a rules problem. So: 1) You can only use a hands-free parry with an unarmed skill if you could legitimately reach someone with an attack of your own with a single step. So if you are a normal human, your grappling hands-free parry can only be done from Reach C or 1. 2) Alternately, Hands-Free parries can only be done against an attacker within your own hex. 3) If Hooking is too awesome, you can rule that despite being a long weapon, you really aren't magnifying your ST with it - it's not a lever, it's an extension. Deny the +2 per die for this purpose. 4) Rule that hooking is awesome at keeping a foe from backing up, but you get a bonus if you close the distance. If you attack to break free and step to the guy hooking you, your foe suffers -3 to parry (sort of an anti-retreat). 5) Binding only gives one-handed CP, right? So treat a hook as equivalent as a weapon bind. One-handed trained ST, but +2 per die. 6) Use Bucking Bronco (p. 26) to throw off CP automatically based on the difference in ST. Your trained ST difference is 6-8, yes? So you can automatically remove a few points per second that way, and also leverage a Brute Parry (p. 26, same box) to really leverage your ST. If your Trained ST is really 30, your Brute Parry without any CP is 18 (!). Even with -4 to ST and using Trained ST 26 or so, you're looking at a ST-based parry of 14.
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#55 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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You may always spend CP, if you have them, in any Contest in which you are a participant.
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#56 | |
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Join Date: Mar 2006
Location: Iceland*
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Then Mickey shan't fall at all. :) No doubt he'll do something exceedingly unpleasant to Master Braelgar instead. Let's say he spends 8 of his 14 CPs on winning the Sweep QC and has a grapple on the halberd worth 6 CP. While I don't find anything in the rules to say that while you have a weapon grappled, you are allowed to use Wrestling to Parry any attack with that weapon, not just grappling moves, I'd consider it silly if it wasn't so. That's pretty much the only viable defence in the real world to being shot or stabbed with a weapon that you are grabbing, so it has to be allowed for realistic moves taught in self-defence against weapons to be possible at all, assuming enough skill and the right Attributes and Advantages, not to mention lack of Disadvantages. So, allowing that, Mickey will use his Wrestling Parry 17 to defend against the skill 22 halberd attack. Braelgar will use his Armed Grapple-based Polearm skill to Break Free, because it makes sense to me that you can do that when your weapon is being grappled. I could be convinced that you should use an unarmed grappling skill instead, if there is a good reason for it, but you should definitely get the leverage bonus for using a weapon in the grapple. He DAs his skill down to 12, which puts Mickey's Parry at a cool 13. We get a hit and a parry. Now, Doug, what do you recommend Sir Michael do, to show off his awesomeness and introduce me to more fiddly rules from Technical Grappling?
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#57 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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One quick thing about the relative ST levels of the combatants during the grapple (but before Sir Michael can bring his own weapon into play).
Braegar is Skill-28, and Trained ST 23 with his halberd, but with +2 per die bonus CP due to weapon leverage, the fair comparison is to an effective Trained ST of about 36 or 37 when all is said and done. So the multiplication factor of that weapon is HUGE, which is why you get the result of his being able to go up against a guy with Trained ST (wrestling) of 26 or so and still make Sir M look silly. If Sir M can bring his weapon into play, that x1.6 ST factor boosts his own TST 30 to a whopping 48 equivalent, and now we're talking.
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#58 | ||||||||
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Join Date: Mar 2006
Location: Iceland*
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I'm certain that when your weapon is grappled, you ought to be able to use Break Free with that weapon to get out of it. I could be persuaded to use Armed Grapple or even an unarmed combat skill as the basis for the roll to hit and Trained ST, but the damage roll should definitely get a bonus for using a weapon, as long as yours is still Ready in your hand.
I also think that whenever it seems feasible to introduce a weapon between you the foe grappling you and you would be able to Armed Grapple him with the weapon, you ought to be able to use it to aid in a Break Free attempt. I don't mind if the roll to hit and the Trained ST are figured from Armed Grapple or even an unarmed grappling skill, but you ought to get the leverage bonus to damage. Quote:
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If it's not just that, but the intent of the rules is that using a two-handed weapon for Bind Weapon provides no benefit over using a one-handed weapon, then Hook and Bind Weapon should probably be treated the same. On one hand, I can see that a grapple using Hook at a distance would be weaker than grappling someone with your body and your weapon. On the other, it ought to matter whether you are using a one-handed fencing weapon or a two-handed bill, because you certainly can exert more force with the bill. Quote:
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 01-21-2014 at 08:01 PM. |
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#59 | |
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Join Date: Mar 2006
Location: Iceland*
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Sir Michael has ST 20, DX 14, IQ 12, HT 15; Wrestling DX+11 and Two-Handed Sword DX+10. Since his ST is 20, he doubles the Training Bonus from the table. He gets +5, doubled to +10, for Wrestling, which uses the Fast progression. For his two-handed sword, he gets +4, doubled to +8, because it uses the Average progression (he's a Weapon Master too). Braelgar is actually a more skilled wrestler than Mickey, but that's because he has more fighting experience in general (in my campaign represented by 6 levels of Experienced Talent, which gives a bonus to all combat skills), not because he spent more points on Wrestling (where Mickey's 28 points actually have his 24 points beat). Mickey's higher DX means that he has a higher skill level with Wrestling and his much higher ST means that his Trained ST unarmed is 8 levels higher and with a weapon it is 6 levels higher.
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#60 | |
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Join Date: Jul 2008
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Arguably the technical parry should use weapon skill, but that'll just make this situation uglier! I mean, isn't the alternative that grappling a weapon that's attached to you is totally free to do? Though on the flip side it would also make it impossible to parry against somebody's break free attempt with the weapon. Though you could still dodge. What does dodging a break free even look like?
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| Tags |
| martial arts, technical grappling |
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