08-24-2012, 02:11 PM | #31 | |
Join Date: May 2006
Location: Denmark
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Re: "Super-archer" vs. "Super-normal archer"?
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Imbuements won't give you more damage. And penetrating blow for armor divisors requires imbuement 3 which is rather costly. And lest we forget, high ST damage is always on. Imbuements require a skill roll and cost FP. They aren't intended for every shot - just the odd one that needs some extra oomph or different solution. Effective ST 19 is the golden ticket because it gives you an extra +2 of damage from weapon master as well. And ST 13 is reasonable for any DF combat type at any rate. From there, it's a 17 points investment for a massive force force multiplier. The archer who didn't bother with the elven bow and extra striking ST has to settle for 1d+6 imp with fine arrows. Not bad, but it's a whole die off the guy who did spend those 17 points. The value of 2d+6 imp with a ranged weapon is hard to understate. Shoot at the vitals, and you're one-shotting a lot of opponents. Hell, you're probably one-shotting most anyway with that kind of damage./ And bear in mind, that striking ST 15 will come in very handy in melee too. Like I suggested above, invest 13 points in a melee weapon of choice, say a broadword (or Qian Kun Ri Yue Dao ;)) and he is doing 2d+6 cut in melee, able to rapid strike and parry at half the penalties etc. A lot of what you are paying for to get an efficient archer closes the gap to bad-assing other departments as well. And like Kuroshima said, high damage is especially valuable with imbuements like dazzling display and crippling blow, where the penalties are deciding by the damage output. |
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08-24-2012, 02:16 PM | #32 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: "Super-archer" vs. "Super-normal archer"?
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Innate Attack@DX+8 [28] Master Archer, Perfect Shot: 3d6 impaling attack, range 200/400 (+30%), Acc 10 (+35%), AP/2 (+50%), Accessibility: must be wielding a bow or other ranged impaling weapon (-10%), limited by the actual range of the underlying weapon (-5%) [48] Master Archer, Manyshot: 2d6 impaling attack, range 200/400 (+30%), Acc 8 (+25%), AP/2 (+50%), ROF 15 (+100%), Selective (+10%), Accessibility: must be wielding a bow or other ranged impaling weapon (-10%), limited by the actual range of the underlying weapon (-5%), Alternate Attack [10] Master of Blades: 5d6 cutting attack, AP/2 (+50%), Melee 1-4 (-15%), Accessibility: must be wielding a sword or other melee cutting weapon (-10%), limited by reach of underlying weapon (-5%), Alternate Attack [9] Master of Fists: 3d6 crushing attack, Double Blunt Trauma (+20%), Melee C,1 (-20%), Alternate Attack [3] Last edited by Anthony; 08-24-2012 at 02:32 PM. |
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08-24-2012, 02:59 PM | #33 |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
I cannot argue in one direction or another since I am simply not knowlegeable enough in what regards GURPS rules - I am getting there though ;)
However there is one baseline which It seems i can never distance myself from - I am a SUCKER for versatility: I tend to enjoy stats because they provide me the possibility of having a HUGE skill pool - I know some of them end up never being used in the end but they just seem to add to the flavour of whatever character I create; I stockpile skills; I learn multiple Area knowledges; And when I look at the array of potentially available "trick shots" using imbuement... DANG! Its just NICE! Just for the sake of clarification, my GM has nothing against Innate Attacks, Alternate Attacks and/or Modular Abilities, etc. Even more so, our characters are in no way engraved in stone. He understands we never played in a Fantasy setting and that tweaks here and there will be needed as we learn more - we're just getting things going because we want to play ;) From my part, since I have witnessed the activity on these threads, I come here to learn, and it is working like a charm - I have been learning a LOT. Continuing to learn, and even knowing that my tendency goes toward imbuements and the Striking STR logic detailed by B9anders and Kuroshima above, when looking at the looong list of available options for such path, I cannot help but wonder: aren't the multiple imbuements a terrible point sink when compared with Alternate abilities for example? Is it worth to equate Modular Abilities for the multiple imbuements (is this even "legal"?)? Or does it make sense to work with defaults on the "least important" imbuements? |
08-25-2012, 01:35 AM | #34 | |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
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- Say you start off with STR13 - ST+3 [30] puts it at 16 - Strongbow with Bow at DEX+2 means you can shoot at 18 - Using an Elven Longbow raises the bar to 20 Meaning you can shoot a Bow at ST 20 - is this correct? |
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08-25-2012, 04:26 AM | #35 | |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
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- You start off with STR 10 - Meaning you end at STR19 Right? |
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08-25-2012, 04:39 AM | #36 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: "Super-archer" vs. "Super-normal archer"?
Yup, because that's the point where you get 2d-1 thrust damage, and so get +4 from Weapon Master (You got +2 before that)
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08-25-2012, 04:45 AM | #37 | |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
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By the way, does this make any sense at all, or would it be better to actually chose the individual Imbuement skills? Cosmic Modular Abilities 20: Imbuement skills only (-20%) Eldritch (-10%) 1 hour preparation (-50%) [40] |
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08-25-2012, 04:53 AM | #38 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: "Super-archer" vs. "Super-normal archer"?
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08-25-2012, 04:56 AM | #39 | |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
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You think the individual imbuement skill level will be very crippled by using the Modular ability? |
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08-25-2012, 05:05 AM | #40 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: "Super-archer" vs. "Super-normal archer"?
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Tags |
250, 250 points, archer, fantasy |
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