11-21-2017, 11:56 AM | #1 |
Join Date: May 2017
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Melee Weapons and RoF
Title. I want to create an ability that allows a melee attack with RoF. Any suggestions?
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11-21-2017, 12:02 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Melee Weapons and RoF
At a minimum, this would require a 50% Cosmic to break the normal rules. Otherwise, any Melee attack could use Rapid Strike rules.
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11-21-2017, 12:28 PM | #3 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Melee Weapons and RoF
By Extra Attack (Multi-Strike, +20%; Single-skill only, -20%) [25] for ever extra attack you can pull off with out penalty for that type of weapon.
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11-21-2017, 01:01 PM | #4 |
Join Date: Feb 2016
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Re: Melee Weapons and RoF
Or just have a very short range ranged attack with RoF and an alternate ability to turn it into a melee attack.
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11-21-2017, 01:22 PM | #5 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Melee Weapons and RoF
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If you're going to allow RoF on a melee attack, I'd suggest that parries should work against it, and the same way that dodges work against ranged attacks with Rof: the margin of success on the parry is the number of shots you stop/deflect. Blocks should do the same. In fact, I'd be inclined to make Blocks even more effective than parries for this - it just makes sense to me that putting a shield between you and whatever is making a melee attack with RoF is going to stop more shots. Offhand, I'd suggest allowing a block to stop a number of shots equal to (DB+1)Xmargin of success, so a small shield with DB +1 would stop 2 shots per margin of success, while a really huge one with DB+3 would stop 4 shots for each point of margin. Question - is this question, by any chance, connected to your GURPS Naruto project you've mentioned elsewhere? Possibly trying to model the Eight Trigrams attack of the Byakugan users? 'Cause if you are, I can share my experience with that, since I once ran a GURPS Naruto game that had a Byakugan user as a PC. I did use RoF on a melee attack (specifically, a Fatigue Attack). In my experience, it worked, but I rather overestimated the actual RoF that was appropriate - I used RoF of the actual 64 that the show implied is the number of strikes, and that was way too high. The character was hitting pretty much all the time, from the bonus high RoF gives, and with multiple shots. And since those were draining the FP/Energy Reserve that powered all the abilities in the game, him landing one of those hits tended to be a fight-ending thing, at least for that opponent. If I was building it today, I'd put on a notably lower RoF (like, 8 for the 64-Palm version, maybe), and require considerably more setup and resources to use it. |
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11-21-2017, 01:38 PM | #6 | ||
Join Date: May 2017
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Re: Melee Weapons and RoF
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11-21-2017, 01:41 PM | #7 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Melee Weapons and RoF
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Actually, that reminds me - parries against this sort of thing should get more opportunities to damage the attacker, if their attack is essentially an unarmed one. |
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11-21-2017, 01:46 PM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Melee Weapons and RoF
It sort of makes sense is a shotgun shell as a spearhead. However since that would always use the close-range broomstick rule I think it would be better to just give it the damage and fractional armor divisor of those rules outright and no rate of fire at all. Which suggests that most such attacks probably should just have higher base damage and possibly a fractional armor divisor, since in most cases you have very short range projectiles with almost no spread.
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11-21-2017, 02:06 PM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Melee Weapons and RoF
The problem mostly comes if you allow melee maneuvers along with RoF -- i.e. all-out attack, rapid attack, etc.
Note that your other option is to just buy it as a ranged attack that is blockable and has very short range. |
11-21-2017, 02:27 PM | #10 | |
Join Date: May 2017
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Re: Melee Weapons and RoF
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I was considering adding All-Out as a disadvantage, because this combo attack seemed to be mutually exclusive with defense - the user must devote their entire round to it. |
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