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#51 | |
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Join Date: Oct 2005
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#52 |
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Join Date: Mar 2005
Location: Adelaide, Australia
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I run a game where one player is an Assassin, as in, the real deal, Islamic sect Nizari. He's not too strong (ST 11) considering he constantly must fight guys in chainmail, but he does better than make do.
He has the 'Dagger Fighting' style from Martial Arts. He has high DX and Wrestling at DX +2, for the ST bonus. He usually employs a Large Knife. The fight-stopper is 'Targeted Attack: Eye' at the max level, reducing half the penalty for attacking the eye. It doesn't always work... and you can't always get in for the grapple... But when it does, needless to say, the fight is over. That would certainly fit someone who is Callous! He only needs to use Grappling long enough to get a bit of an edge in Close Combat, and then, pow (or should I say, pop?) so not having AMAZING ST doesn't matter. ST 8 though, I don't know... But the TA could still be a doozy. Otherwise he uses a Composite Bow and a Spear (which is, as has been mentioned, a great everyman weapon for any Low-Tech character). His high DX is the key. He doesn't have Weapon Bond or a Very Fine Quality Large Knife, but they wouldn't hurt. Of course, that's not UNARMED combat, but a finger poke to the eye might still lead someone to surrender (or pass out). |
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#53 |
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Join Date: Nov 2008
Location: Florida
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I'd like to chime in on Art/Sport skills... Often I hear that so-in-so martial arts only teaches art or sport and you're not learning the real combat skill. This kind of disparagement against art/sport version is unwarranted, and I think there's some misunderstandings.
First, it's very hard to find a way to actually train in the Combat Skill... this doesn't just include martial arts, but all combat skills. Most people who have trained on the range or hunted non-dangerous game have Pistol/Rifle Sport. Most impressive Knife fighters have Knife Art, and so on. Unless your learning in a situation where real danger exists, you don't have the actual combat skill. Even most soldiers and cops have firearms sport unless they've seen actual combat, then they probably have a few point in the actual skill to buy off some of the default. So unless your practicing by carving people up, take Knife art. Unless your a veteran soldier/swat that's seen actual combat, take Pistol Sport. No matter how long you've trained in martial arts, unless you have actually been in numerous unarmed combat where life and limb are at stake, don't take the actual combat skill... you never learned it. I've trained a long time... but that training IS in Art/Sport skills... and I don't feel bad at all about that. I've also been in enough real combat to probably have enough points to buy down the Combat Skill default from -3 to -2... But that's ok, I don't work for organized crime, so even buying down the default that much relates to being in more dangerous situations than you could ever tell your mother about. A well rounded and effective fighter who has formally trained should have high levels of art/sport skill... and these aren't simply for exhibition and tournaments, they have a use IRL. The problem with training is that when you find yourself in a dangerous situation (unless you've been in so many that you have the physical and mental scars to show for it), you switch to Flight or Fight... this is subconscious, and there's no room for the complex maneuvers and strategic thinking in your subconscious. Most people who have trained for a while, or even years, regretfully find out that they FORGET EVERYTHING they've learned... in fact Brawling would be more useful! This is where Art forms (kata) comes in... it's an art, a dance, a rhythm and flow that trains your body... not your head. Kata stays with you even in flight or fight... your body responds without you telling it too, it comes naturally and instinctively. Kata can save your life. Unfortunately few people see the value of kata, they pay lip-service to it a best, certainly they don't practice it the way they're supposed to. Thus they never train they're body to react and respond, and it back to panic and flailing your limbs. Sport skills try to beat Flight or Fight by granting you a measure of control over it. While sport isn't lethal, and risk of serious injury is fairly low... you're going to get hit, and you're going to get hurt. If you do it for a while and you haven't broken something yet, you're either VERY lucky or you're not truly engaging. I count 3 broken ribs, twice my nose being broken, and one broken finger from just SPARRING... it got worse in real bouts, that's why I left the circuit... misjudged catching a kick, broke 7 ribs, damn near punctured my lung. Sports skills allow you to fight through the initial fear reaction... I've been here, I've done that, I can take a punch and stay standing, I can handle blood, etc. Sport skills won't give you Combat Reflexes, but they'll buy off the innate levels of Combat Paralysis that MOST EVERYONE has... you can keep your head and think you're way through a fight. With Sports/Arts combination, you will not only be able to keep your head, but you'll react quicker... and to things you didn't see coming. -------------- This is all very hard to codify in a game... but next time you make a combat based character, think about the art/sport skills... not just the combat version, it gives more authenticity to a character. As a side note, I have a few friends that have also taken Martial Arts for varying numbers of years... and a lot of friends who haven't. I always find it interesting that those with the experience always take at least one of the art/sport versions... sometimes making the art/sport skill the highest. The players w/o the experience tend to be the ones that don't bother wasting points on art/sports. |
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#54 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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I think for many, especially those who have neither fought "for real" nor trained in anything, clarification that "real fighting" is different in many ways from sparring or fairly friendly joint manipulation is both useful and informative. Your point about fight or flight and trained response is real, but so is the observation that you fight like you train, train like you fight. Occasionally, and it may be real or apocryphal, one hears about (say) a Judo guy who's mugged by two. The story I heard had him body scissors the first, KOing him on a car door. Second guy stabs at him with a knife, he does a takedown and armbar, and the guy pounds the ground, whereupon Judoguy releases him, and then gets stabbed nearly to death, because that's what you do when someone taps... And my friend, who spars TKD rules, and I, where takedowns are allowed. After the first leg catch and sweep...a lot of what he knew was much more tentative. And the 50th degree black belt in whatever who's never really been CLOCKED in the jaw, and doesn't know how to shake it off? All of these things probably are better rated as buying off either unfamiliarity with combat (and obtaining familiarity is a time-based thing, not points) or buying off the delta between Art, Sport, and Combat as a Technique..possibly a Hard one (so the initial cost is 2pts). I have a friend who studies HRD with me who used to be a bouncer, studied Muay Thai fighting, and rides with bikers a lot. His comment about our HRD techniques? "They work. However they're only decisive if you are." Now, all that being said, a lot of MMA, Boxing, and even competition grappling I think is more likely to either be Combat skill, or have points bought off that Technique I mentioned earlier. You can go "all out" in those more freely within your skill and you really get hit (boxing), bent (grappling) or both (MMA). I know of some other arts where you go all out, but the real issue, as far as I can tell, for the Sport/Art/Combat division is that the assumption is when you're used to (say) Sport application, you simply don't train against what isn't allowed by the rules. Is there a Boxing gym that teaches what happens when someone shoots in and takes you down? My old sport Fencing teacher professed spectacular ignorance about "real" swords and swordsmanship - that wasn't what he was about. On the flip side, I was invited to a friend's TKD school, and THAT teacher went out of the way to teach kick retraction, blended some Hapkido techniques, and generally went out of his way to ensure that not only was Olympic TKD taught, but also some stuff that didn't involve face-bashing (for escalation of force situations in real life) and defenses and attacks against someone not playing by your own rules (that was a fun, sweaty three hour visit). Anyway, I did enjoy your post; I think there's some real merit to the Art/Sport/Combat division, but probably not as harsh as the game lays it out.
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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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#55 |
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Join Date: Apr 2006
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Isn't putting points into Art/Sport skills a waste, though? The combat versions are much more effective. The only reasons I can think of to put points into Art/Sport skills are that you really, really want your character to be written up accurately, or that your GM won't let you buy the combat versions.
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#56 | |
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Join Date: Jul 2008
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#57 |
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Join Date: Nov 2008
Location: Florida
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At the risk of hijacking this thread even more...
DouglasCole: Thank you first off, I'm glad that you found it interesting. As to some of your points:
----------------------- Xplo: By the game mechanics, if the only thing you'll use that skill for is actual combat, then yes it is a waste of points. I as a GM do restrict what skills a character has acess to in a realistic game... that restriction is based on the character's concept. Take a medeval swordsman... barely a man, just setting off for adventure... with a broadsword skill of 16! Well, if it's a DF game... sure no prob. But in a realistic game I ask "Where did you learn that?". Now show me a veteran mercenary with the same skill (or higher) that also has disadvantages and auxillary skills that tell me "This is the life I led", then I have no problems. It's kinda like the Unusual Background advantage, but instead of points wasted, I want to see the points spent in the supporting details. In all honesty, I'm probably harsher on when I allow someone to take Combat skill than the original designer's intended.... but I do think realistic and fully fleshed out vharacters are their own reward, go go far to support the game. ------------------------- Ulzgoroth: Exactly, particularly in a modern day setting.... the most common [Icapable Martial Arts fighters will be competitive fighters, or be instructers/student-instructers at a dojo... in which case the art/sport skill represents their livlihood. |
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#58 | |
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Join Date: Aug 2005
Location: Denmark
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So maybe have Judo and then Judo(Art) and Judo(Combat) as techniques bought up from that maybe at a default of -4 or -6. |
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#59 | |||
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Join Date: Oct 2005
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On the other hand, fighting in the ring certainly toughened me up, helped teach me to take a punch, how to respond in an adrenaline situation (even though the stakes aren't lethal, it is still real pain and real exhaustion and to a certain extent real damage one has to deal with). That sort of fighting also taught me in a visceral way what techniques worked for me and what didn't. I think it counts as combat practice. ...... Trachmyr, you make many valid points, but I think maybe you've set the standards for training a bit too high. While I might agree that it would be very hard to gain a very high GURPS skill level in unarmed combat without seeing unarmed combat, I do think you can gain true combat-ready skills through the right kind of training. Of course, my approach to such things is built heavily on JKD concepts and what I learned to call attribute theory - that what a practitioner is training is the attributes (things like strength, speed, power, awareness, and many more) that make using their manuvers successful. I also believe good training program that focuses on combat readiness is important. In many ways the truism "It's not the art, it's the artist" is accurate. Still, this is the kind of martial arts philosophy that people have argued over for decades and centuries. It's a game, so interpret reality however works best for you. ...... Quote:
When I was working, it was a whole different situation, too. Then, I couldn't use lethal force unless lethal force had been or looked like it could be used upon me. Going for the throat might have left someone dead and me in jail - not a successful outcome.
__________________
An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#60 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Arguably it's not even a feature of skill, it's a feature of some advantage (probably combat reflexes, except that one's overloaded enough as is).
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| combat, dirty fighting, kromm explanation, martial arts, new guy, styles |
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