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#1 | |
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Join Date: Mar 2006
Location: Iceland*
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That is, you can convert your wait into an Attack and an Extra Attack, but you can't make your Extra Attack and then Wait.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The main reason for not charging past a front line defender in GURPS is the risk that they'll turn around and whack you in the back. Of course, if you have buddies, they can in turn whack the defender in the back, so this is a somewhat limited threat. The fact is, real-world 'tanking' is mostly about being in the way -- take a wait, and if they run forward, step into their path and attack them. Even if your attack fails to stop them, they can't continue without slamming in to you. In reality, it's very hard for a single person to 'tank' except by being too dangerous to ignore (and even that rarely works against more than one foe at a time), it's more the role of a line or formation of multiple people (defensive/offensive line in football, say, or a shield line).
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#3 | |
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Join Date: Jan 2006
Location: Central Europe
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#4 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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I'm not saying your quotation of RAW is wrong. It's just something that feels like a change would be a good addition to a fighter's capabilities.
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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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#5 | |
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Join Date: Mar 2006
Location: Iceland*
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If taking Extra Attack for 25 points conferred this ability, no fighting character would ever not take it. That is an indication that it might be overpowered.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#6 |
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Join Date: Jul 2007
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It's admittedly a bit of an aside, but the only AoO rule from D&D3 that's relevant to the topic at hand is basically "if you exit a square that's threatened by a melee weapon, its wielder gets to thwack you one." It's not rocket science.
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#7 | |
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Join Date: Jun 2007
Location: Southern New Hampshire
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Edit: Sorry for repeating what lots of people said. I just hadn't read that far yet and I didn't want to forget as I continued reading. Last edited by kdtipa; 01-10-2012 at 11:32 AM. Reason: posted repeated content |
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#8 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Vicky, Vicky, Vicky... how could you forget Sacrificial Parry? Along with Shield Wall Training, it's the bread and butter of a GURPS tank. In fact, a character dual wielding fencing weapons with Weapon Master can parry an absurd number of attacks. If such weapons are reach 2, he can protect anyone in a 5 yard diameter circle.
Also, Edged Rapiers (a fencing weapon with reach 2 and swing capabilities) coupled with Weapon Master and ST 13 allow them to present a reasonable threat. IME, tanks in DF take either this route (the Swashbuckler build) or the heavy armor and shield route (the Knight build). Two handed weapons are only viable if you use the rules in MH that halve the multiple parry penalty with them. That is, unless it's the Zweihander. |
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#9 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
Quote:
Uh, MA too. |
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#10 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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EDIT: also, even if the reduced parry penalties for two handed weapons, dual edged rapiers comes ahead once you start raining attacks: Assuming Skill 16, combat reflexes, and off hand weapon training for the rapier: Parry sequence Staff: 14/12/10/8/6/4 Dual Rapiers: 12/12/10/10/8/8/6/6/4/4 Last edited by Kuroshima; 12-28-2011 at 02:32 PM. |
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| Tags |
| advice, combat rules, interdiction, tank, tanking, technical solutions |
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