05-26-2012, 02:28 AM | #1 |
Join Date: Jan 2012
Location: UK
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Extra attacks
I'm creating a human character for a fantasy game, and I'm tying to work out exactly how extra attacks work. All the group is new to GURPS, so we aren't too sure how things work in same cases.
So - standard, I get one melee attack. As an all-out attack, I can do a double attack with -4 to the offhand, costing me my active defence for the turn. If I take extra attack advantage, I get the offhand attack, still at -4, but keep my active defence. So, if I take the extra attack advantage, how does all-out attack work? Is it one all-out attack per normal attack (so I could do 2 double attacks for 4 attacks per turn), or is it one all-out attack per turn (so a double attack would get me 3 attacks, or a strong attack is +4 to damage for the primary attack for example). If it is the former, can I do different all-out attacks on each attack, maybe a double on the primary and a determined on the off-hand? I can also get extra attacks by taking the dual-weapon attack technique for 5 points. It is only for a single weapon type, and is cinematic so may be banned, but is there any difference between 25 point extra attack and 5 point dual-weapon training when wielding the correct weapon type? Is extra attack also considered cinematic, or is the extra cost enough to make it fit a more realistic campaign? Second question - off-hand penalty. I can take the ambidexterity adv for 5 points and get rid of the penalty completely, or I can take the off-hand weapon training, also 5 points, for a specific weapon type to get rid of the penalty completely. Is there any extra advantage to the technique to offset the more limited use for the same price? |
05-26-2012, 03:37 AM | #2 |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Extra attacks
The text for Extra Attack, B53-54, does cover many of these questions quite specifically.
Human can take one Extra Attack. B54 has specific notes on Extra Attack with All-Out Attacks and Rapid Strike. The Off-Hand Technique is pretty much acknowledged as not worth it. Power-Ups 2 introduced the Off-Hand Training Perk which does the same thing for 1 point (per Skill). I believe, you can replace 1 Attack maneuver with a Dual-Weapon Attack, for which the technique reduces the penalties. |
05-26-2012, 06:10 AM | #6 | ||
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Extra attacks
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05-26-2012, 08:13 AM | #7 | |
Join Date: Aug 2007
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Re: Extra attacks
Quote:
Regular: 1 attack or 2 attacks with 2 Ready Weapons held in 2 hands if using AOA(Double). With Extra Attack:1 regular Attack + 1 Extra Attack or AOA(Double) + 1 Extra Attack. Extra attack is always what it says it is. One extra Attack (per level) added on at the end after all other modified Attacks. It never doubles or multiplies. You pay for one additional attack and that's what you get.
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Fred Brackin |
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05-26-2012, 03:00 PM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Extra attacks
Quote:
It is 1 Extra attack for each maneuver per level. The only time this matters (but its a big one when it applies) is to Altered Time Rate (ATR) which gives you an additional maneuver per turn for each level of ATR. So with ATR 1 you could do two Step And Attacks (for example) and each would get an extra attack bonus. |
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05-26-2012, 09:21 PM | #9 |
Join Date: Sep 2004
Location: Canada
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Re: Extra attacks
Altered Time rate costs 100 points each level for a pretty good reason :)
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05-27-2012, 09:53 AM | #10 |
Join Date: Jan 2012
Location: UK
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Re: Extra attacks
Cheers for the info - very helpful!
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