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Faster Combat<br />

You can run extremely detailed fights using <strong>Martial</strong> <strong>Arts</strong> and<br />

the Basic Set, but most gamers find quicker combats more fun!<br />

Below are tips on how to speed up battle. They’re advice, not rules<br />

– the GM should use only the suggestions that suit his gaming<br />

group.<br />

• Limit options. Let the players choose only those options that<br />

suit the kind of game you’re running: realistic or cinematic, emphasizing<br />

unarmed martial arts or weapon styles, etc. Politely but firmly<br />

forbid the rest.<br />

• Encourage options that lower defenses. Deceptive Attacks,<br />

feints, Ripostes, and Stop Hits add complexity . . . but reduced<br />

defenses increase the odds that a blow will land and end the fight.<br />

This keeps battles from taking forever because nobody ever fails a<br />

defense roll.<br />

• Make a “cheat sheet.” List modifiers and page numbers for all<br />

the optional rules you intend to use. An index card is ideal for this<br />

– and doubles as a handy bookmark for a page of frequently used<br />

rules.<br />

• Work out everything in advance. Somewhere on the character<br />

sheet of each PC or important NPC, note such things as allowed<br />

movement, modified skill, and damage with attacks; jumping distance;<br />

slam damage at full Move; and crippling thresholds (damage<br />

over HP/2 and HP/3).<br />

• Require speedy decisions. Tell each player to have his actions<br />

ready when his turn comes. If he doesn’t, he must take some<br />

“default” action agreed upon in advance: All-Out Defense, Do<br />

Nothing, repeat his previous action, etc. “My PC is a kung fu master!<br />

He’d know what to do!” doesn’t hold water. A second is still a<br />

second, even for a kung fu master. There’s plenty of time to weigh<br />

options while others are taking their turns.<br />

• Encourage “trademark moves.” Have each player work out a<br />

few “standard operating procedures” in the form of an entire turn’s<br />

worth of actions calculated in advance; e.g., “Committed Attack<br />

(Strong) and Rapid Strike: thrust to the vitals at skill 13, then a<br />

Deceptive swing to the torso for -2 defenses at skill 12.” These are<br />

good “default” actions for the player who can’t make up his mind!<br />

•Hold players responsible for remembering options. If you let the<br />

players use a specialized rule, make it their job to remember its<br />

details and location. If they can’t remember the rule, their characters<br />

decide not to use the tactic.<br />

• Have major wounds end fights. An NPC should flee or surrender<br />

if he takes a major wound (or crippling wound), unless he has<br />

a serious mental problem like Berserk. Don’t keep going until<br />

everyone on one side is unconscious or dead. It takes forever and<br />

isn’t especially realistic or cinematic.<br />

• Rules that make fighters more mobile – especially if<br />

they involve acrobatics! These include Acrobatic Stand<br />

(p. 98), Feints Using Non-Combat Skills (p. 101), Acrobatic<br />

Movement (pp. 105-107), Acrobatic Attack (p. 107), Flying<br />

Attack (p. 107), and Retreat Options (pp. 123-124).<br />

None of these options is absolutely cinematic. Used conservatively,<br />

they might even be realistic. Nevertheless, a<br />

campaign that features a large proportion of these rules will<br />

feel cinematic, while one that omits most of them won’t –<br />

regardless of the GM’s intent!<br />

126 COMBAT<br />

Some optional rules offer additional detail<br />

that doesn’t suit a fast-and-loose cinematic game,<br />

the worst offenders being Postures, Hit<br />

Locations, and Techniques (pp. 89-99), Fast-Draw<br />

from Odd Positions (pp. 103-104), A Matter of<br />

Inches (p. 110), Close Combat and Body<br />

Morphology (pp. 114-117), More Actions After a<br />

Grapple (pp. 117-119), and Fencing Parries<br />

(p. 122). Harsh Realism for Unarmed Fighters<br />

(p. 124) and Limiting Dodges (pp. 122-123) are<br />

meant for realistic characters, and would ruin<br />

the fun of cinematic warriors. Finally, Untrained<br />

Fighters (p. 113) doesn’t suit PCs (even untrained<br />

ones) in a cinematic campaign – although it’s a<br />

good option for “cannon fodder” NPCs!<br />

Below are additional rules that can help build<br />

a cinematic feel. Except for Multiple Attacks,<br />

which appears here because it refers to several<br />

superhuman advantages, most of these are strictly<br />

cinematic. Use them in a realistic campaign at<br />

your peril!<br />

MULTIPLE ATTACKS<br />

Multiple attacks by the same fighter in a single<br />

turn almost define cinematic combat,<br />

although they can occur even in realistic campaigns.<br />

These guidelines help explain how the<br />

many options for multiple attacks interact. They<br />

apply to all attacks, but focus on melee combat;<br />

see Ranged Attack Options (pp. 119-121) for<br />

additional rules for rapid ranged attacks.<br />

Each combatant – however numerous his<br />

limbs and whatever his weaponry – starts with<br />

one attack per All-Out Attack, Attack, Committed<br />

Attack, Defensive Attack, or Move and Attack<br />

maneuver, and many normally select only one of<br />

those maneuvers per turn. Three situations modify<br />

these basic assumptions:<br />

Altered Time Rate (p. B38): Each level of the<br />

Altered Time Rate advantage bestows one additional<br />

maneuver per turn – not just an extra<br />

attack! The remaining rules in this section apply<br />

separately to each All-Out Attack, Attack,<br />

Committed Attack, Defensive Attack, or Move<br />

and Attack maneuver chosen.<br />

Extra Attack (p. B53): Each level of the Extra<br />

Attack advantage gives one additional attack per<br />

All-Out Attack, Attack, Committed Attack,<br />

Defensive Attack, or Move and Attack maneuver.<br />

Extra Attack benefits only those maneuvers. For instance,<br />

someone with Extra Attack 2 could use Attack to make three<br />

attacks instead of one; if he also had Altered Time Rate 1, he<br />

could choose two Attack maneuvers and make three attacks<br />

with each.<br />

All-Out Attack (p. B365): Selecting All-Out Attack<br />

(Double) lets a warrior add one attack to his usual number,<br />

with that maneuver only. If he has Extra Attacks, he still<br />

adds one attack – he doesn’t double his attacks! All-Out<br />

Attack (Determined), (Long), and (Strong) give no extra

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