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Originally Posted by Ulzgoroth
That means that ranged attack penalties like light level, concealment, range, and size get to contribute to breaking your powers...
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Right. Penalties to your skill roll
may* make it more likely that you'll critically fail, because that's how every skill works in GURPS. It doesn't matter where the penalties come from. If you're trying to do something very difficult and tricky with your psi, you're accepting a greater degree of risk.
* In practice, this only happens when your skill (A) drops from 16+ to 15 or less, or (B) drops from 7+ to 6 or less.
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And even just missing a shot means taking the repeated attempt penalties.
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Yep.
Mind you, if you prefer to separate TK Bullet (along with all other "Attack" abilities!) into a two-roll process, that's a perfectly viable house rule. Just be consistent across the board and there shouldn't be any significant balance issues.