|
11-04-2019, 10:21 PM | #1 |
Join Date: Feb 2016
|
Rapid Fire Melee Attacks [Powers]
By RAW, Melee Attacks cannot have Rapid Fire, but that does not mean that you cannot have Rapid Fire at Melee range. In order to do so, you just need to take Reduced Range 3 (-30%), which reduces your 1/2D range to 1 yard and your Max range to 10 yards, meaning that your full force attacks occur at a 1 yard range while the shockwaves of your attacks can deal 1/2 damage up to 10 yards away. Since they are technically ranged attacks, even though they look like Melee attacks, they can benefit from Rapid Fire (using Karate instead of Innate Attack is really just a special effect at that point). For example:
Crushing Attack 2d (Karate; Cosmic, Ignores DR, +300%; No Signature, +20%; Rapid Fire, 300, Selective Fire, +310%; Reduced Range, /10, -30%; Selective Effect, +20%) [72]. Notes: The character launches a barrage of punches faster than the eye can see, with the shockwaves of their missed attacks only effecting the surroundings if they wish. The shockwaves of the attack pass through any form of DR, meaning that only cosmic protections can prevent a messy death. So, what do you think? Would you use this spin on the rules to represent Rapid Fire Melee Attacks? How have you been representing Rapid Fire Melee Attacks? |
11-05-2019, 01:51 AM | #2 |
Join Date: Nov 2015
|
Re: Rapid Fire Melee Attacks [Powers]
ATR and Rapid Strikes work just fine, an Innate Attack described as a series of punches, an area attack (emanation or very short range probably) again described as you hitting everyone in the area with an attack.
These are the things that come to mind when I think of multiple melee attacks. As for your idea.. I wouldn't have added Cosmic to an example ability, what's selective effect for? Oh, and No Signature, but that's just me not liking that modifier unless it's really needed to model an ability Other than that, it works as much as a ranged attack in melee can work. It's still only 1 attack, with hits depending on margin of success, and it has a strange interaction with parry compared to normal melee attacks. Last edited by Aldric; 11-05-2019 at 02:06 AM. |
11-05-2019, 05:33 AM | #3 |
Join Date: Feb 2016
|
Re: Rapid Fire Melee Attacks [Powers]
Selective Effect allows you to protect everything around you from your missing attacks with Rapid Fire.
|
11-05-2019, 06:07 AM | #4 | |
Join Date: Sep 2004
|
Re: Rapid Fire Melee Attacks [Powers]
Quote:
This works pretty well for an versatile power blow alternative (Iron Fist?) since you can fine tune the effect and not have to worry about breaking your fist on something hard. |
|
11-05-2019, 07:31 AM | #5 |
Join Date: Feb 2016
|
Re: Rapid Fire Melee Attacks [Powers]
The RoF 300 is an extreme that represents the '1000 Punches' or '1000 Kicks' attacks, so less extreme characters will have less extreme capabilities. One thing to consider is that this option is not mutually exclusion with ATR or Extra Attacks. A character with Extra Attack 2 (Multi-attack, +20%; Single skill, Karate, -20%) [50] could attack three times per turn with the RoF 300 attack.
Of course, such an attack would pummel most enemies into dust in one turn (since you are ignoring most DR, only IT:DR would protect you). With a +8 to hit from RoF, a skill 20 character would average 10 hits against the vast majority of opponents, dealing an average of 70 points of damage. IT:DR 10 would reduce that to 7 points of damage, allowing for longer fights. |
11-05-2019, 08:29 AM | #6 | ||
Join Date: Sep 2004
|
Re: Rapid Fire Melee Attacks [Powers]
Quote:
Naturally ATR would give you more turns, but that's part of its expense. Quote:
Anyway, the Selective Effect to ignore collateral damage doesn't make sense to me either. The 290 misses should go somewhere. |
||
11-05-2019, 08:33 AM | #7 |
Join Date: Feb 2016
|
Re: Rapid Fire Melee Attacks [Powers]
No, Rate of Fire is per attack, not per turn (Basic, p. 373). Selective Effect for Rapid Fire is RAW (Powers, p. 105).
|
11-05-2019, 09:55 AM | #8 | ||
Join Date: Sep 2004
|
Re: Rapid Fire Melee Attacks [Powers]
Quote:
Quote:
FWIW, there's a separate line in Powers that also says you can't use a power more than once per turn (to attack then Power Parry), even if you could justify exceeding a semi-automatic's RoF. Selective Effect is RAW, but it doesn't make any sense for a rapid fire flailing shock wave of death. It would make sense for a speedster selectively punching people, though. |
||
11-05-2019, 09:41 AM | #9 | |
Join Date: Nov 2015
|
Re: Rapid Fire Melee Attacks [Powers]
Quote:
|
|
11-05-2019, 12:44 PM | #10 | |||
Join Date: Aug 2018
|
Re: Rapid Fire Melee Attacks [Powers]
Quote:
I'm not sure what that would do for 1/2D though... Do you recall whether or not Jet +0% (also melee-ish) is compatible with Rapid Fire? Also, since High-Tech basically has rules for getting melee-ish to-hit bonuses with guns used at close range (+4 for all-out determined, +4 for telegraphic) it makes me wonder whether you could use these rules for non-melee innate attacks too... If you could then would it defeat the purpose of taking Melee-Capable? In that case if you designed guns as innate attacks then should you be obligated to take melee-capable enhancement for them to reflect the better bonuses that guns get at immediate range? Quote:
It seems possibly that you might actually miss (or have an attack dodged) without immediately realizing that failure to make contact... To account for that, maybe something like a Senses roll (or even a Sacrificial Power Dodge) might be appropriate to make last-minute corrections. Quote:
I'm not sure if you would still do that if you took Jet, anyone know if Jets are blockable/parryable like melee attacks or dodge-only like ranged? Of course, since you're going into a high-tier territory with that particular ability (ie bypasses DR) then you might want it to be (normally) unparryable/unblockable where only people with Cosmic Parry or Cosmic Block could defend that way. One other area of difference is that since this is still technically a ranged attack, to get a +3 to dodge they couldn't merely do a retreat, they'd actually have to Dodge and Drop. That's a HUGE advantage IMO since you can force your foes into a less mobile posture (lying down). Of course... you also have to then deal with the problem that when a foe is lying down, ranged attacks have a penalty to hit them, where AFAIK there isn't a penalty to hit them with melee attacks. I don't know if there's any way around that... I guess you could also buy Accurate but the bonus to hit is only going to help if you do an Aim first, which you might not be doing if you're trying to brute-force foes with maximum attacks per second. Note about the -20% version of No Sig, that's gotta mean one of two things:
recall page? That's a pretty big hindrance to someone who might want to use Extra Attack to attack twice with various abilities included under a power. Last edited by Plane; 11-05-2019 at 12:48 PM. |
|||
|
|