Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
If a technique defaults only to ST, DX, Dodge, or a similar<br />
score that doesn’t derive from a skill level, it doesn’t require<br />
specialization.<br />
Difficulty Level<br />
The lists below assign “Average” or “Hard” difficulty to<br />
broad classes of techniques on the bases of real-world difficulty<br />
and game balance. These are merely guidelines! The GM<br />
may rule that an otherwise Average technique with many special<br />
effects is Hard – or that one that would normally be Hard<br />
is only Average because it’s such a basic use of the skill to<br />
which it defaults.<br />
Average<br />
• Holds and locks that pit the attacker’s arms or hands<br />
against the target’s torso, arms, or legs.<br />
• Unarmed strikes and shoves involving elbows, hands,<br />
knees, and other “intuitive” striking surfaces. This varies by<br />
race; e.g., teeth are a dog’s first resort but not a man’s.<br />
• Weapon thrusts and swings.<br />
Hard<br />
• Defensive techniques.<br />
• Disarms.<br />
• Feints.<br />
• Holds and locks applied using the attacker’s legs or feet,<br />
or that go after the target’s feet, hands, head, or neck.<br />
• Improved resistance to disarms, feints, grapples, etc.<br />
•Multiple strikes, regardless of how many arms or<br />
weapons the attacker has.<br />
• Techniques that buy off penalties for a target (e.g., hit<br />
location) or situation (e.g., posture, or combat from a moving<br />
platform).<br />
• Unarmed attacks that involve “unintuitive” striking surfaces.<br />
This depends on race; e.g., a kick is unbalancing and<br />
thus unintuitive for a human but not for a horse.<br />
• Weapon-based grabs and grapples.<br />
Maximum Level<br />
A combat technique should always specify a level past<br />
which further improvement is only possible by raising the parent<br />
skill, technique, etc.<br />
A technique that defaults to a skill, technique, or active<br />
defense at a penalty cannot be raised past the score to which it<br />
defaults. <strong>GURPS</strong> treats attacks and defenses as discrete<br />
actions . . . but in reality, each move “sets up” the next. Any<br />
technique tricky enough to give a penalty is only as good as the<br />
fighter’s grasp of the basics he uses to set it up.<br />
On the other hand, a technique that defaults to a skill (only)<br />
at no penalty represents a “sub-skill”: a body of knowledge that<br />
one could theoretically isolate and study almost as if it were its<br />
own skill. Skill+4 is a reasonable maximum here – but the GM<br />
is free to use skill+3 to control easily abused techniques or<br />
skill+5 for self-limiting ones.<br />
A technique that defaults to a technique or an active defense<br />
at no penalty can never exceed the parent score, however.<br />
Techniques that default to attributes constitute a special<br />
case. Improving a technique like this represents training at a<br />
feat that anybody could try – which describes most skills!<br />
Since there’s no upper limit on skills, the GM could fairly allow<br />
almost any maximum.<br />
Description<br />
The description of a technique should provide about the<br />
same degree of detail as the worked examples in this chapter.<br />
Remember that techniques include all of the effects of<br />
the combat options, maneuvers, and techniques from which<br />
they’re built, except for those deliberately removed using the<br />
design system. To keep page-flipping in play to a minimum,<br />
summarize the basic and added effects in one place.<br />
DESIGNING REALISTIC<br />
TECHNIQUES<br />
Every aspect of a realistic technique should make sense<br />
in real life. In particular, the tradeoffs should be logical.<br />
One could stack up any number of effects and work out the<br />
“fair” default . . . but that would be an abstract number<br />
shuffle and have little to do with reality. In general:<br />
• Damage: For realistic punches, damage bonuses<br />
should come with drawbacks – most often high potential<br />
for self-inflicted injury. If a punch gets extra damage without<br />
such a limitation, base it on Committed Attack<br />
(Strong) or All-Out Attack (Strong).<br />
Kicks can deliver extra damage with fewer drawbacks,<br />
or even with other bonuses. For instance, a high-powered<br />
kick that involves jumping at the foe might be parried at a<br />
penalty, as it’s difficult to parry an entire person!<br />
Weapon strikes that deliver extra damage involve exaggerated<br />
windups, awkward striking angles, or placing the<br />
weapon in contact with the target for a long time (e.g., a<br />
drawing or sawing cut). Any of these things should give the<br />
target a bonus to defend.<br />
Extra-powerful kicks and weapon blows tend to open<br />
up the attacker’s guard, giving him a penalty to his own<br />
defenses! Many are Committed or All-Out Attacks.<br />
• Extra Movement: In realistic games, high-mobility<br />
attacks should be Committed or All-Out Attacks. Allowing<br />
fighters to buy off the -4 for Move and Attack is unrealistic<br />
– being able to run at top speed, attack at full skill, and still<br />
defend effectively is simply too much action for one<br />
second.<br />
• Opponent’s Defenses: Realistic bonuses to the target’s<br />
defenses against an offensive technique shouldn’t exceed<br />
+2. They make the most sense for haymaker punches,<br />
extra-damage weapon attacks, and other slow or clumsy<br />
strikes that are easy to see coming and avoid.<br />
Penalties to an opponent’s Parry – from offensive or<br />
defensive techniques – shouldn’t be worse than -2. These<br />
mainly suit tricky “spinning” attacks, kicks that get their<br />
bonus damage from a jump (which can bash the defender’s<br />
hand aside), and parries that involve moving inside the<br />
foe’s guard . . . which tend to cause extra damage to the<br />
user if he fails! Few realistic techniques can justify a penalty<br />
to the defender’s Block or Dodge. For that, use a feint or<br />
Deceptive Attack.<br />
• Own Attack Roll: The bonus to hit with an attack that<br />
follows a defensive technique shouldn’t exceed +2. Such<br />
techniques tend to be dangerous and should usually result<br />
in the defender taking extra damage if he fails.<br />
TECHNIQUES 93