01-05-2012, 06:12 AM | #1 |
Join Date: Nov 2006
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Skill Question: Parry Missile Weapons
Looking over this skill I see that you have to wield a weapon (or unarmed) and you use the PMW skill for the roll instead of the weapon skill.
In no way in the RAW does the weapon skill effect this roll. I'm thinking that this roll should be a PMW skill roll at the lower level of the weapon skill or the PMW. Opinions? Note: I have read the Parry Missile Weapon thread where Kromm said this: I'm just not sure how factual that is... |
01-05-2012, 09:04 AM | #2 | |
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Skill Question: Parry Missile Weapons
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01-05-2012, 09:24 AM | #3 | |
Join Date: Nov 2006
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Re: Skill Question: Parry Missile Weapons
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I'm trying to determine my own house ruling on this and I think that knowing how will help with any weapon but be limited by weapon skill (as I suggested up thread). Does this mesh with your idea though JMD? |
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01-05-2012, 09:29 AM | #4 | |
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Skill Question: Parry Missile Weapons
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01-05-2012, 10:08 AM | #5 |
Join Date: Nov 2006
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Re: Skill Question: Parry Missile Weapons
I think I'm going to go with Crackkerjakk's idea with this addition: it requires DX 12 or Combat Reflexes.
Am I right in believing that unless a technique requires the skill as a Prerequisite you can use it defaulted off the default level of the skill? (i.e. if I want PMW to not be usable by someone using Broadsword defaulted from DX or another skill do I have to list the skill as a Prerequisite or is that assumed?) |
01-05-2012, 10:17 AM | #6 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Skill Question: Parry Missile Weapons
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Combat Reflexes gives +1 to Parry; DX 12 vs DX 10 also gives +1 to Parry. The way that GURPS often handles things that are doable but very difficult is to just slap very large penalties on them. That way, you HAVE to have every advantage. Time to Evaluate (a nice use of the Bullet Travel rules if you can make the Per roll to see the missile coming), Combat Reflexes, maxing out the skill/technique, etc. Halving penalties for funky stuff like this for TBaM is also common. The halving for Rapid Strike is already done, and halving it for PMW wouldn't be out of line.
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01-05-2012, 10:27 AM | #7 |
Join Date: Nov 2006
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Re: Skill Question: Parry Missile Weapons
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01-05-2012, 10:42 AM | #8 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Skill Question: Parry Missile Weapons
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But hey, your game, your rules, I'm done.
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01-05-2012, 10:48 AM | #9 | |
Join Date: Nov 2006
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Re: Skill Question: Parry Missile Weapons
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When I get to the point of thinking out this technique approach more fully I'll revisit this thread and I'd like to get more input from you Douglas. |
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01-05-2012, 10:49 AM | #10 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Skill Question: Parry Missile Weapons
Parry Missile Weapons is by definition the skill of deflecting missiles with anything that comes to hand. It's a skill-based alternative to something like Enhanced Dodge, and has nothing to do with being good with weapons. I'd be fine with a technique-based approach to it on a weapon-by-weapon basis, for masters of specific weapons. As for prerequisites, I think that the best choices here would be "Combat Reflexes or Danger Sense."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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kromm answer, parry missile weapons, q&a, skills |
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