03-19-2018, 08:05 AM | #1 |
Join Date: Feb 2009
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Move, Waits and Damage
Suppose Ari the Archer is facing off with a minotaur 6 hexes away and really wants to make her shot count 'Wait action, hold fire until minotaur is 3 hexes away then loose for the vitals'
The minotaur wants to move and attack, it starts moving, reaches 3 hexes away, she fires and hits, now it's at like 2 HP but still conscious, unstunned and ready to party Can it move the next 3 hexes and finish it's move and attack, or since its now at half move is it stuck? |
03-19-2018, 08:37 AM | #2 | |
Join Date: Jun 2006
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Re: Move, Waits and Damage
Quote:
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03-19-2018, 08:48 AM | #3 |
Join Date: May 2008
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Re: Move, Waits and Damage
If you drop something down to 1/3 hp it's move drops by half. He's asking (and I'm also interested) if your move drops by half in the middle of your move due to HP loss, are you forced to stop immediately or can you finish the move you began? The Minotaur from the book is pretty unlikely to fail a major wound check.
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
03-19-2018, 08:54 AM | #4 | |
Join Date: Jun 2006
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Re: Move, Waits and Damage
Quote:
A better analogy here might be suppose instead of just reducing the target to under 1/3 HP you had destroyed it's legs, reducing its move to zero.
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-- MA Lloyd |
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03-19-2018, 08:56 AM | #5 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Move, Waits and Damage
Compromise solution:
Just make all of Emily's next movement in this turn 'cost double'. So that the halved movement penalty only applies to movement after being hit, without any retcons to prior speed. |
03-19-2018, 09:01 AM | #6 |
Join Date: May 2008
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Re: Move, Waits and Damage
I see what you did there, but in the hypothetical (that is actually the next turn coming up in a game) it's just a stock monster not a PC.
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
03-19-2018, 09:04 AM | #7 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Move, Waits and Damage
Let’s ask this, then. What if it was pouncing? Certainly the arrow isn’t going to stop it in midair?
I’m tempted to say that by the time it’s done half move, it might have enough velocity to complete its move. However, if it were shot any earlier, I guess “max move is double what you’ve already moved, possible +1 to compensate silly rounding issues, if it was in a straight line from the last hex you moved”. Wait, no; You should take it’s full Move, subtract what it already moved, then halve the remainder, and that’s how much more it can move. Both are way more complex than such a rule should be, however. I think it’s important that Wait to interrupt movement is a possibility, so shooting right as it starts moving should work to reduce Move. Suggestion: Don’t recalculate Move if you’ve already taken more than a Step. If you’ve only taken as much as a Step, recalculate as needed. What I think, RAW? Have it stop, unless it’s jumping.
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03-19-2018, 02:45 PM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Move, Waits and Damage
If it's moving under its own power (running, flying, swimming, etc.) and goes to half Move, it loses half its total movement points for the turn. If it has used that many or more already, it has to stop.
If it's launched (falling, jumping, thrown, levitated by an allied wizard, etc.), there's no special movement effect.
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