01-09-2013, 07:12 PM | #51 |
Join Date: Sep 2007
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Re: By the way... Why the change with dodge?
Well, if you really think the 3d6 scale, the Move scale, and the Basic Speed scale are meaningless in GURPS, you shouldn't be too worked up about it. Speed, Move, and Dodge are all also directly related by the rules, so it's not an arbitrary association.
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01-09-2013, 08:56 PM | #52 |
Join Date: Jul 2008
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Re: By the way... Why the change with dodge?
The Move scale is clearly not meaningful below zero. Dodge doesn't bottom out at 3, though clearly buying base Dodge down below 3 would be a point crock. Speed bottoming out at 0 is something I'd never seen before this thread and which I see no particular reason for except to prevent getting points for selling Dodge below 3. And the relation between Dodge and Basic Speed is Dodge = Basic Speed + 3, but that fact obviously can't be part of its own justification.
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01-10-2013, 03:28 AM | #53 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: By the way... Why the change with dodge?
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I think, though (without checking the books) that defenses might be exempt from this canonically. Still, I'd feel plenty justified as GM to disallow dodging if your roll dropped below 3.
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01-10-2013, 04:47 AM | #54 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: By the way... Why the change with dodge?
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01-10-2013, 10:23 AM | #55 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: By the way... Why the change with dodge?
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FWIW, GURPS Zombies recommends the Basic Speed 0.00, Dodge 3, Move 1+ case for the slowest, most shambling sorts of movie zombies. That setup ensures that all characters with speaking roles get to act before the zeds, as in the movies, yet that the dead somehow move around and present a threat despite this oddity. It would also be good for the sorts of primitive robots in some TL6 pulps, which lurch around hopelessly and have to "compute" everything, yet somehow duck blows and chase people.
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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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01-10-2013, 11:03 AM | #56 | |
Join Date: Sep 2004
Location: Canada
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Re: By the way... Why the change with dodge?
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01-10-2013, 01:53 PM | #57 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: By the way... Why the change with dodge?
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01-10-2013, 01:56 PM | #58 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: By the way... Why the change with dodge?
They might have horror movie speed, where a monster's speed depends on how fast you can move, so the faster you are, the faster they are.
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01-10-2013, 02:48 PM | #59 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: By the way... Why the change with dodge?
GURPS Zombies covers pretty much all zombies: objectively slow shamblers, subjectively "slow" dead that nevertheless keep up, ordinary-speed zeds, and the formerly controversial (now pretty standard) fast ones. It's less a prescription than a tool box. For that matter, it covers lots of origins, from Vodoun through cursed burial grounds to contagion, and including fantasy necromancy and steampunk "Frankstein's monster without the brains" constructs. Speed is all over the map . . . I think that at least one worked-example zombie is basically a super-soldier with superhuman speed and reflexes. I didn't exactly worship at Romero's feet, especially not when I opined that Universal Soldier and Silent Rage were zombie movies of sorts. :)
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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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