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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

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