07-15-2012, 06:57 AM | #1 |
Join Date: Sep 2007
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Hit Location Limitation
Is there a limitation already for having to hit a target in a particular hit location for the power to successfully activate. Specifically I'm trying to make an Affliction that causes a Heart Attack, and the target has to be hit in the vitals/heart.
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07-15-2012, 09:18 AM | #2 |
Join Date: Jan 2005
Location: Neverland
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Re: Hit Location Limitation
Maybe you can extrapolate from the "partial" limitation from Damage Resistance, where the limitation is worth "-10%" times the penalty to hit the location.
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07-15-2012, 03:01 PM | #3 |
Join Date: Aug 2008
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Re: Hit Location Limitation
I would probably peg that at -15%, based on the pricing for Accurate, Reliable, Inaccurate, and Resistible. It appears that +/-1 to use equates to +/-5%. Vitals are -3 to hit, so -3*5% = -15%. If you have to poke someone in the hand, it'd be -4*5% = -20%. Seems logical enough.
Don't ask me what it'd cost for an ability that requires you to poke someone in the shin, though. (Thankfully) I haven't had to deal with someone asking the penalty to hit part of a hit location, though I'd make the argument that an addition -1 should cover it, based on the Abdomen being a sublocation of the torso.
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07-16-2012, 12:42 PM | #4 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Hit Location Limitation
This is not the case. +1 equates to +5%, but -3 equates to -5% (see Hard to Use from GURPS Powers). This is because it's easy to exploit such "use penalties." As a general rule, it's not safe to assume that pricing is symmetrical to add and remove certain things. Compare Extra Arm 1 [10] to One Arm [-20].
So in keeping with that, I'd suggest dividing the hit location penalty by 3, rounding to the nearest whole number, and multiplying that by -5%. So that gives: HLP* / Limitation 0 to -1 / 0% -2 to -4 / -5% -5 to -7 / -10% -8 to -10 / -15% * Hit Location Penalty However, if your attack also gets standard benefits from striking that hit location (e.g., your Impaling Attack is required to hit the vitals, where it gets a x3 wounding modifier per the standard rules), then it's far less of a limitation. (After all, when you have an Impaling Attack, you usually want to attack the vitals!) In such a case, I'd suggest halving the effective hit location penalty (rounding up) before consulting the table above.
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07-16-2012, 12:51 PM | #5 | ||
Join Date: Sep 2004
Location: Canada
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Re: Hit Location Limitation
Quote:
AHA, yes, here it is: There's a generalized rule in High Tech about targeting any X in 6 sub hit location (in the context of partial armor coverage, which is basically exactly what we're talking about here). Quote:
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07-16-2012, 03:59 PM | #6 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Hit Location Limitation
Quote:
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07-16-2012, 04:00 PM | #7 |
Join Date: Aug 2008
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Re: Hit Location Limitation
Wow, I totally sucked with that answer! My thinking for -1 = -5% was based more on Innacurate being -5%/-1, and Resistible equating to a similar value on a resistance roll. Of course, I totally missed Hard to Use . . . Thanks for the correction!
Bruno, thanks for that bit. I never really think to check High Tech for those sorts of rules. Frankly, I rarely do modern games, so I don't check High Tech for much in general. I think someone pointed me to the frostbite rules in there once before, too. Gotta crack that one open more often.
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