12-30-2014, 02:32 AM | #101 |
Join Date: Aug 2012
Location: Estonia
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Re: Zombie Killing
Mainly what I think is that either there should be some major rework on melee - which would be unholy mess of work. Also it works ok as it is for most combat like situations by trained people.
OR For non-combat uses and combat and combat-like uses in cases where the opponent is disadvantaged enough (to be basically counted as a target object not an opponent) there should be possibility to get large boni even to the excess of +10. Otherwise many pretty basic actions will be unavailable for untrained people. On large boni for non-combat melee. An experiment conducted in many years ago :D Me holding a wine bottle, a friend slowly pitching tennis balls to me. my DX 10 at most. SM of ball -9, untrained average melee weapon -5, and then -0 to -3 for improvised weapon and probably some minus for being tipsy. so from -4 to -7. In the latter case if I get bonus of 10 I'll still have +3 at max so 0.5% chance of success. Actual hits were bout 1/4 so should get bonuses enough to have 7. (11+) |
12-30-2014, 03:38 AM | #102 | ||||||||||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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And does that sound like a standard attack or something that might take a bit more work? Quote:
Moreover how is it equivalent to comparing in combat attacks and out of combat attacks? Quote:
I'm talking about all bonuses., You saying "you can't stack Evaluate, AOA:D and TA because +11 is too high, being over the ranged non combat plinking bonus of +10" you then started to cite ranged combat to prove this point. I pointed out that I can get way higher than +10 in ranged attacks (in or out of combat) making it: A: not very good example, and B: disproves your basic premise Quote:
Also you keep saying "running 3 yards" as if it's a prerequisite of AOA:D it's not it's what you can move if you chose (assuming Mv5). Quote:
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And on top of that you'd have point if I could never get over +10 with melee bonuses, but I can in other ways! So again the "broader You can't go over +10" argument is not standing up, I suggest it down to the specific combination in question. And since you not supporting that but waiting I suggest we wait. Sorry AOA's root you immobile to the spot and unable to defend for 4 seconds do they? Quote:
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This is very obliging abstract target for your argument. Not only is it letting me evaluate for 3 seconds and doesn't defend, but now it suddenly does 3 yards a second so you can say aha it more difficult to hit a jaw that's moving? Well I still wouldn't allow it because you can't pick out facial feature with flame thrower. However OK Liquid projector (flame thrower) defaults to DX-4 so that's -10 or -11 also according to Characters pg 205, "Modifiers: All applicable ranged" Ranged combat mods apply not melee ones so AoA:D is +1 not +4 no TA or evaluate but rather Aim (but at least non ranged mods). Liquid projectors with Jet really are a hybrid between melee and Ranged. So actually that your person picking up flame thrower for the first time at DX(10) -4 -6 +1+3 effective skill 4. to Hit the jaw, so yeah not and easy shot. Quote:
Not really the limit of of +4 is due to the fact that is an advantage that can't be brought above +4 for 20pts. If you had campaign that allowed more than four levels of reputation, the limit would similarly increase. Last edited by Tomsdad; 12-30-2014 at 04:02 AM. |
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12-30-2014, 03:57 AM | #103 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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In fact those descriptions you cite quite often have detailed accounts of hitting and wounding (just not hitting and instantly killing). Although they did haves swings and misses too of course! Quote:
(personally I've never understood why it shouldn't apply to melee, other than not wanting another factor in the majority of human combats to track, but then you go down that route than Reach 3 should be -1 to hit from range mods) |
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12-30-2014, 04:10 AM | #104 | ||||||||||||||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Zombie Killing
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Bad news about waiting: I forgot that Kromm specifically is on vacation from GURPS, and is unlikely to answer. TKD might, though. Quote:
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(Besides, zombies traditionally AoA, and untrained fighters supposedly AoA about half of the time.) Quote:
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Compare to Talent limits of 4, but two Talents at level 4 each stack. |
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12-30-2014, 05:19 AM | #105 | ||||||||||||||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Also I'm still wondering what the non combat ranged plinking equivalent is for attacking an inanimate object in melee. AFAICT its just "you hit it" Don't really care what 3e says, certainly not over and above what 4e says. Quote:
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You also still need to show where the out of combat melee equivalent of non plinking is as well. Quote:
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You quoted the rules for jet not the rules for liquid projectors (specific trumps general). And even then all it says is you don't apply ranged and speed (which I didn't). Quote:
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So we now have an example of advantage that has cap, and one that allows stacking. (but to answer the implied question the difference is as follows, each subdivision of rep is subset of the standard basic rep, this is not true of talents). Are you sure that's the example you want to bring up given your underlying point about hard limits on bonuses? So which shall we use to support or disprove your assertion of a blanket cap to bonuses. See the problem with using the very specific to support broad supposition? They often contradict each other so you have good justification for why the one you pick is especially relevant to the point you trying to make. I wouldn't mind but I already pointed out that there are many advantages and skills that stack bonuses. Last edited by Tomsdad; 12-31-2014 at 02:32 AM. |
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12-30-2014, 07:45 AM | #106 | |
Banned
Join Date: Jan 2013
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Re: Zombie Killing
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If the attack or action has nothing to do with the damage done then describing a failed roll as a "glancing strike that does no meaningful damage" doesn't make sense then don't describe it that way. But that doesn't mean a failed roll can never be described to a glancing strike that does no meaningful damage in other cases. IME, the mroe common cases but that's anecdotal as even placing contact based attacks any glancing or light touch might not be enough or you can strike a switch or lever but not apply enough pressure to activate it. At least I've tried similar tasks and failed a few times despite making contact. The idea is role playing games create an huge variety of situations. The rules can't cover them all and GMs (and players really) have to make judgement calls based on the situation at hand, the mod of the game and the setting. Last edited by Keiko; 12-30-2014 at 07:55 AM. |
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12-30-2014, 07:58 AM | #107 | |
Join Date: Aug 2012
Location: Estonia
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Re: Zombie Killing
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What I mean that by current rules hitting something - for damage or not - is just plain too hard in many situations. And that describing that - "ahh but you just did very little damage" - is mainly just hiding the problem. |
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12-30-2014, 08:16 AM | #108 | |
Banned
Join Date: Jan 2013
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Re: Zombie Killing
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Last edited by Keiko; 12-30-2014 at 08:19 AM. |
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12-30-2014, 08:47 AM | #109 |
Join Date: Aug 2012
Location: Estonia
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Re: Zombie Killing
Well I am mostly thinking on combat and combat like situations where the opponent is not defending him/herself.
Look at my white hat,black hat, damsel example. The black hat straddling white hat and strangling him with both hands and back turned to damsel - it should be no difficult feat to apply cast iron pan to his skull and its hard to think that anyone who puts any real strength behind it would so very often not be able to do damage with it. Though by GURPS the damsel should have skill in two-handed axe/mace to actually accomplish that. Or hitting a button/lever thats approximately the same size or (gasp even smaller) and requires a fair amount of pressure, or needing to break something of a similar size, even in the middle of the combat. Without allowing boni in excess of 10+ (frex. evaluate + AoA stacking, or some GM improvised boni) then all those tasks would be nigh on impossible for a dedicated yet untrained character to hit. Though actually being rather basic acts of coordination. You could site the need to attend other distraction or stress or fright - but all out attacks etc. will quite specifically mean not paying attention to other distractions, and stress/fright etc. should be handled by fright checks. Not to mention the character might be unfazeble yet not be able to smash that evil cursed pumpkin* with a cudgel because thats something you need special cudgel training for. I do propose that hitting a pumpkin with a cudgel for two or three damage should be something that most people with basic hand to eye coordination should be able to do with rather good success. Even if 6 yards away other fellows have a hand-scuffle etc. (Or spade and zombie scuffle - latter could hinder the pumpkin hitting process but due to failed fright check not to the lack of basic motor capabilites that seems to attack GURPS characters when they grab a stick) --- and should therefore deserve some bonii to make it actually possible. Furthermore I do think that there are plenty of combat situations not involving pumpkins, where opponents not defending themselves and not flailing around wildly will present their noggins as quite similar targets as the aforementioned pumpkins and therefore precipitating a need for similar boni. *controlling the halloween-zombies attacking your party at the moment etc. Last edited by fifiste; 12-30-2014 at 08:51 AM. |
12-31-2014, 02:51 AM | #110 | |
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Some one trained has an easier time leveraging a favourable combat situation into extra damage, than some one completely unskilled. The completely unskilled persons has to maximise just hitting so takes AoA:D The more skilled person can worry less about stacking the mods for hitting accurately and can instead take AoA:S in order to increase effect Take your black hat strangling white hat, damsel with frying pan situation. If she's going off default she takes a TA and AoA:D to boost her change of hitting at all (given the 2dr Skull he has to get through there scope for glance even if she hits with successes) but any hot is better than no hit. If however she has a point or two in two/handed axe/mace/frying-pan she's got less worries about actually hitting can instead be more free in where she takes her bonuses so does TA, but instead AoA:S and worry more about hitting for maximum effect. |
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telegraphic evaluate, uppercut, zombies |
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