06-24-2011, 12:23 PM | #1 |
Join Date: Jul 2006
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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? |
06-24-2011, 12:30 PM | #2 | |
Join Date: Sep 2004
Location: Canada
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Re: Innate attack cone modifer = overpowered?
Quote:
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. Reduced Range, like any other Innate Attack. Basic Set page 115.
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06-24-2011, 12:33 PM | #3 |
Join Date: Jul 2006
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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. |
06-24-2011, 12:37 PM | #4 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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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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06-24-2011, 12:38 PM | #5 |
Join Date: Sep 2004
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Re: Innate attack cone modifer = overpowered?
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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06-24-2011, 12:43 PM | #6 |
Join Date: Jul 2006
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Re: Innate attack cone modifer = overpowered?
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06-24-2011, 12:55 PM | #7 |
Join Date: Sep 2004
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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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06-24-2011, 12:57 PM | #8 |
Join Date: Jul 2006
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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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06-24-2011, 01:00 PM | #9 |
Join Date: Sep 2004
Location: Canada
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Re: Innate attack cone modifer = overpowered?
No Wounding, p111 :)
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-24-2011, 01:00 PM | #10 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Innate attack cone modifer = overpowered?
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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1/2d, cone |
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