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Originally Posted by Plane
A bit fiddly yes, and punishes those who have DR to prevent injury, which would prevent the AP loss.
Instead of the AP loss from HP loss (injury) I think just the "damage is deceleration" from grappling (1:1) except that might be a bit excessive...
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I think I agree with those.
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Another might be simply to calculate knockback and consider each yard of knockback to be 1 y/s deceleration?
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Maybe. does it make sense that kicking a guy in full plate slows his speed without tiring him or giving him pause?
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Evasion should totally reduce someone's maximum speed somehow... in GURPS terms the 1 Movement Point you would spend auto-evading allies should apply here, which could result in reducing how many yards you moved that turn, which should probably count as the new momentum you'd have to accelerate from.
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Yep. I feel like it could be stated more clearly and cleanly. Perhaps evading, whether through friend or foe, reduces movement by at least 1 yard, possibly up to a full 1 AP of acceleration change, and costs 1 AP?
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Someone who doesn't sacrifice that Movement Point (and that Action Point) would instead be at some risk of a collision...
Basically this is sort of a "running into a door is free" ... to distinguish between "I ran into an invisible door I didn't see, and thus did not choose an attack maneuver for" vs "I saw a door and intentionally shoulder-tackled it".
The latter should be more damaging to the door, a reward for an intentional attack, but the former should still be capable of SOME damage.
There's little gap (aside from AOA:Strong) I can see between colllision rules and slam rules to account for this though...
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Maybe we should just reverse the AOA:Strong bonus into a penalty for "Accidental" collisions. Instead of +2 or +1/die its -2 or -1/per die?
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I'm wondering if maybe we borrow the thrust-based slam rules from Dungeon Fantasy and apply some basic penalty to maie it inferior to defensive attack Slams?
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Is there a page reference for this?