08-08-2015, 09:49 AM | #11 |
Join Date: Jun 2006
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Re: [Basic] Skill of the week: Free Fall
Free Fall is one of an entire class of movement skills (along with Flight, Hiking, Running and Swimming) that have never quite fit in. I really think the problem with them is that they are listed as skills because they are things you can learn, but the traits they modify are otherwise defined and modified by attributes or advantages. They got stuck being skills because advantages were conceptualized as innate and unlearnable.
You can sort of make Free Fall work if you reimagine it as Acrobatics (Zero G) or something, but it's never going to feel quite right as a DX limiter or base for your zero G move rate.
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08-08-2015, 02:29 PM | #12 | |
Join Date: Oct 2008
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Re: [Basic] Skill of the week: Free Fall
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On the pricing and such.. hmm.. hitting problems. We do have Amphibious as racial trait that is basically fully comfortable on ground and water at 10 points and the Aquatic no legs is -0 points and you do not suffer penalties and have full move, but Semi-Aquatic is also -0 points and there you do suffer the skill penalties but have full move. All of the no legs are based on the idea that the lack of legs equal to effect to not having legs to target. So basically the +10 to -0 points is the skill penalties and the 1/5 move, though we meet the problem that the increased/decreased water move is +/-5 points and for an average character the increase in the water move alone would be much higher from the Amphibious trait than the 10 points... Hmm... |
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04-26-2017, 09:06 AM | #13 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Skill of the week: Free Fall
A question that seems to not have come up so far:
Normally, Guns shot in freefall are capped at Free Fall, while Beam Weapons are not. Normally, skills that don't involve grand motor agility and balancing ignore the cap (e.g. handling a joystick). Ultra-Tech has Magnetic Plates that allow people to stick their feet to ferrous 'floors' in freefall. Does anyone else except me think that as long as the magboots are firmly attached (i.e. not while moving), it should be possible to ignore the Free Fall cap for small arms attacks, even for Guns? Because magboots seem to solve the 'recoil pushes you away' problem, and at typical engagement ranges the lack of bullet drop doesn't make a significant difference (and kinda simplifies shooting anyway). Obviously I never fired weapons in a real freefall, but I think that not having gravity push you down while aiming is at worst a Familiarity penalty, not a level cap. |
04-26-2017, 04:49 PM | #14 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Skill of the week: Free Fall
Quote:
Yes, it makes sense to me that being firmly anchored would enable you to use full Guns skill without the Free Fall cap. Magboots are probably an effective way of doing that.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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04-27-2017, 04:16 AM | #15 | |
Join Date: Sep 2008
Location: near London, UK
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Re: [Basic] Skill of the week: Free Fall
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If you are standing in gravity and fire a gun, you already have some level of muscle tension in your back and legs that stops you being pushed over backwards. (OK, recoil force is not huge, but the jerk (rate of change of acceleration) is quite high.) If you do the same thing with mag boots, you may not already have that tension, because you were just floating free with your feet anchored in place - bracing is something you can learn to do. On that basis I think I'd probably keep the Free Fall cap. But I don't think you'd be wrong to drop it.
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04-27-2017, 04:45 AM | #16 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Skill of the week: Free Fall
Quote:
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basc, free fall, skill of the week |
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