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Old 06-24-2011, 12:23 PM   #1
Rune
 
Join Date: Jul 2006
Default Innate attack cone modifer = overpowered?

If you have an innate attack you gain a range of 100 yards. If you then put a cone modifier on actually have a cone 100 yards long that hits EVERYONE in its path. That seems a tad bit overpowered.
(I know that it is half damage after 10 yards, but still it seems -odd)

Is this really how it works?

And what if I want to just make 10 yards long (to get a wider cone faster). How would I modify the innate attack, to do that?
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Old 06-24-2011, 12:30 PM   #2
Bruno
 
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Default Re: Innate attack cone modifer = overpowered?

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Originally Posted by Rune View Post
If you have an innate attack you gain a range of 100 yards. If you then put a cone modifier on actually have a cone 100 yards long that hits EVERYONE in its path. That seems a tad bit overpowered.
(I know that it is half damage after 10 yards, but still it seems -odd)

Is this really how it works?
Yes, that's really how it works.

You're missing the fact that it hits EVERYONE and EVERYTHING in its path. Collateral damage is a serious thing, unless your game takes place as a series of one-on-one fights on the Infinite Grey Plains of Featurelessness.

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And what if I want to just make 10 yards long (to get a wider cone faster). How would I modify the innate attack, to do that?
Reduced Range, like any other Innate Attack. Basic Set page 115.
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Old 06-24-2011, 12:33 PM   #3
Rune
 
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Default Re: Innate attack cone modifer = overpowered?

Reduced range also reduces ½ damage range - and I do not want that.
I want a full damage 10 yards long cone. Can that be done in GURPS?

According to the rules: You may reduce 1/2D only at half value (that is, “Reduced 1/2D” is -5%/level). You may not reduce Max independently.

Well, screw it. I am the GM. I will reduce the Max independently anyway.
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Old 06-24-2011, 12:37 PM   #4
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Default Re: Innate attack cone modifer = overpowered?

The Real problem short by wide cone, it is very easy them more expensive than emanation attacks that cover more area.
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Old 06-24-2011, 12:38 PM   #5
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Default Re: Innate attack cone modifer = overpowered?

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Originally Posted by Rune View Post
Reduced range also reduces ½ damage range - and I do not want that.
I want a full damage 10 yards long cone. Can that be done in GURPS?
You can, although it is slightly clunky, purchase decreased range till you get to 10 yards and then purchase increased half range until it is equal to 100% of your max range.
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Old 06-24-2011, 12:43 PM   #6
Rune
 
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Default Re: Innate attack cone modifer = overpowered?

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You can, although it is slightly clunky, purchase decreased range till you get to 10 yards and then purchase increased half range until it is equal to 100% of your max range.
Ahhh. there we go. thank you.
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Old 06-24-2011, 12:55 PM   #7
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Default Re: Innate attack cone modifer = overpowered?

No problem like I said it is going to look a little clunky. To get the effect you are going for it looks like Increased Half Range level 3 (15%), and Decreased Range Level 3 for 1/10th range (-30%), plus whatever level of cone you are looking for.
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Old 06-24-2011, 12:57 PM   #8
Rune
 
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Default Re: Innate attack cone modifer = overpowered?

OK - now I have a new problem. How do I make it, so it only causes knockback - no damage? (The auto hit function of the cone is a bit too much for my players right now)
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Old 06-24-2011, 01:00 PM   #9
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Default Re: Innate attack cone modifer = overpowered?

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OK - now I have a new problem. How do I make it, so it only causes knockback - no damage? (The auto hit function of the cone is a bit too much for my players right now)
No Wounding, p111 :)
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Old 06-24-2011, 01:00 PM   #10
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Default Re: Innate attack cone modifer = overpowered?

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OK - now I have a new problem. How do I make it, so it only causes knockback - no damage? (The auto hit function of the cone is a bit too much for my players right now)
Bear in mind that you can use a retreating dodge to get out of an area effect. Anyway, you just take 'No Wounding (-50%)'.
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