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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
Throws from a lock are the single most damaging grappling move in GURPS, I believe. Swing damage to a limb or the neck is uniformly bad jujubees. However, for the Tank-type, I'd recommend Technique Mastery (Judo Throw) as the most important go-to, and possibly Technique Master (Sweep). Sweep defaults to Judo-3, and even without a grapple or parry, puts a guy on the ground. With Technique Mastery, if allowed, you can get it up to Judo+4. You'll need it to Sweep strong guys. Judo Throw is the definitive tank move. It can be done defensively after a parry, and is totally independent of the other guy's ST by RAW. It pits your skill vs. his (your attack, his parry), and you can throw him for damage if you like. Even if you don't there's a chance he'll be stunned, which in lethal combat is almost as good as dead. The key here is that both of these moves put the bad guy in a compromised position, which is -2 to defenses for most critters, and -4 to attack. This allows (for example) a friend with a spear, bow, polearm to impale the guy. You can AoA/Telegraphic if the guy's stunned, even. Judo-guy can do this once per attack, which with the proper advantages, is a big deal, especially if he has a high enough speed to be able to cover a few hexes with a step. I don't discount totally the Lock/Throw from Lock combination (it's one of the best ways, for example, to actually KILL someone using a grappling skill), but it basically slows down your capability to interact with a foe to once every two turns, assuming you always do this from a parry. If you go offensive, you'll need to Rapid Strike or have Extra Attack (recommended!) so you can grapple and lock in one turn, then throw on the next. Still, that Contest is of DX, ST, best grappling skill, or Breakfall (but if so, he still goes down, which is non-trivial). The Contest that can be resisted by ST is a big deal, I suspect, in DF and games where very strong creatures abound.
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