11-26-2019, 06:19 AM | #1 |
Join Date: May 2018
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[DF] Knight Power-up: Helmet Mastery?
Helmets are important in combat but they're very restricting.
How can I build an ability to avoid No Peripheral Vision and Hard of Hearing when wearing a full helm? |
11-26-2019, 07:53 AM | #2 |
Join Date: Jun 2013
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Re: [DF] Knight Power-up: Helmet Mastery?
Penetrating Vision will allow you to see through a completely closed helmet (and through walls, so long as they are (6"-helm thickness) thick or thinner). Acute Hearing 4* will negate the drawbacks of Hard of Hearing. Limiting both of the above to only when wearing a helmet, and only to negate the helmet's drawbacks, will reduce the costs markedly. At -80%, you're looking at a cost of [4].
Alternatively, and perhaps more appropriately, building Negated Disadvantage traits (without the corresponding Disadvantages) may work. Negated Disadvantage: No Peripheral Vision has a base cost of [15]; having it only work to negate the Disadvantage when you get it from wearing a helmet would be worth -80%. Similarly, Negated Disadvantage: Hard of Hearing has a base cost of [10], and again only working to negate the Disadvantage when you get it from wearing a helmet would probably be worth -80%. The Helmet Mastery Power Up would thus be worth [5]. I could see justification to call it -60%, for [10], however. *It's problematic that Hard of Hearing is [-10] for -4 to Hearing, while Acute Hearing 4 is [8] for +4 to Hearing. Hard of Hearing does have an additional effect that it penalizes rolls that are reliant on you understanding someone, which this doesn't negate. Thus, I feel the latter approach is more appropriate.
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GURPS Overhaul |
11-26-2019, 10:29 AM | #3 |
Join Date: Jul 2006
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Re: [DF] Knight Power-up: Helmet Mastery?
Would blindfighting help? Or would the lack of hearing get in the way of that?
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11-26-2019, 10:30 AM | #4 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: [DF] Knight Power-up: Helmet Mastery?
I'm thinking this would work better as an aspect of the helmet. Either special design or enchantment.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
11-26-2019, 10:32 AM | #5 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [DF] Knight Power-up: Helmet Mastery?
Yah but then if you walk into a no mana zone you turn into Rick Moranis as a side effect.
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11-26-2019, 10:36 AM | #6 |
Join Date: Mar 2008
Location: LFK
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Re: [DF] Knight Power-up: Helmet Mastery?
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11-26-2019, 11:36 AM | #7 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: [DF] Knight Power-up: Helmet Mastery?
Quote:
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11-26-2019, 11:49 AM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Knight Power-up: Helmet Mastery?
Eh, you can also get DR 5 (head only, cannot wear armor) for 5 points, at which point you don't need to wear a helmet.
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11-26-2019, 01:51 PM | #9 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [DF] Knight Power-up: Helmet Mastery?
I'm with you on that.
Buying personal DR needs more of an excuse than negating disadvantages "because I truly understand how people behave in combat" or the like.
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11-26-2019, 02:24 PM | #10 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: [DF] Knight Power-up: Helmet Mastery?
Dungeon Fantasy Magic Items 2 introduced the 'Contoured' modifier for helmet masks to remove the drawbacks of full-face helms.
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Tags |
dungeon fantasy, fantasy, helmets, power-up |
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