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#1 | |
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Join Date: Feb 2014
Location: Germany
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Hello dear GURPS community. First post and I have to start off with a bit of difficult question. How do DX penalties factor into making and resisting feints?
This situation: 1. I am in close combat with a shield user (3 DB). Usually he'd be at a -3 DX while in close combat with me. Will this give him a -3 to resist my feint? 2. GURPS Martial Arts goes more into detail about the penalties long weapons have in close combat: Quote:
Can someone please clarify? |
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#2 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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We strive to use the words we mean. If a rule says "DX penalty," then it lowers DX for all purposes, which in turn lowers DX-based skills for all purposes; someone with a DX penalty has the same penalty to make or resist feints. If a rule says "skill penalty," then it lowers the affected skill for all purposes; someone with a skill penalty has the same penalty to make or resist feints with that skill . . . but note that if the GM is using the optional rule on p. 100 of GURPS Martial Arts that allows combatants to resist (but not initiate) feints using their best Melee Weapon or unarmed combat skill, a fighter might be able to work around this penalty by resisting with a skill that hasn't been affected. And if a rule says "penalty to attack" or similar, then it lowers the affected skill for attacks – and since feints and attacks are interchangeable, this will also affect making feints but not resisting them.
For instance, a shield in close combat gives you a DX penalty, so it penalizes all efforts to make or resist feints in close; to avoid this, step out of close combat or get rid of the shield. A long weapon in close combat gives you a skill penalty, so it penalizes all efforts to make or resist feints with the skill for the long weapon; to avoid this, step out of close combat or use something other than the skill for the long weapon to make or resist your feint.
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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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#3 | |
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Join Date: Feb 2014
Location: Germany
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Quote:
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#4 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
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#5 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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As they should be . . . arguably, shoved up against someone in close combat, where movement is awkward and penalized, is where Sexy Feints are most effective.
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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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#6 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
:-)
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#7 |
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Join Date: Dec 2008
Location: Behind You
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I just gave my ninja that perk. I shall be entertained.
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#8 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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#9 |
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Join Date: Dec 2008
Location: Behind You
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Sexy Feints?
Also, reading the MA P.100 rule got me to thinking. Can a GM decide to allow perception or IQ based skill rolls to resist? Considering it's an attempt to fool someone, I imagine that this would allow one to understand they are being fooled. Possibly even a tactics roll? I'm all for tactics having even more use in combat personally. I'd like feedback on that. |
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#10 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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| Tags |
| close combat, martial arts |
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