05-28-2014, 09:54 AM | #11 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: GURPS 4E: Jumping on the enemy's head
I know this is me bringing up out of date, 3e rules again, but in the 3e edition of GURPS Martial Arts, p. 109 features a Technique (referred to as Maneuvers in 3e) called "Swooping Kick". Was there any sort of update for 4e? If not, we could probably computer a more generic version of the Technique for those simply diving down from a higher position to attack a lower one.
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05-28-2014, 09:57 AM | #12 | |
Join Date: Oct 2007
Location: Vermont
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Re: GURPS 4E: Jumping on the enemy's head
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05-28-2014, 10:12 AM | #13 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: GURPS 4E: Jumping on the enemy's head
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I was just reminded of Dropping and Throwing. They may be of some relevance as well; the difference is instead of using something else, you're the "projectile".
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-28-2014, 10:28 AM | #14 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS 4E: Jumping on the enemy's head
Skull DR to be modified by +/- 1 per +/- 2 Size Modifiers. Does that sound reasonable? Minimum DR 0, of course.
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05-28-2014, 12:13 PM | #15 | |
Join Date: Oct 2007
Location: Vermont
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Re: GURPS 4E: Jumping on the enemy's head
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Something like Skull DR = 1+(HP/10), rounding down.
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05-28-2014, 02:15 PM | #16 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: GURPS 4E: Jumping on the enemy's head
That gives minimum Skull DR 1, even though some creatures have skulls that probably aren't well enough reinforced to qualify for said DR. If we need a quick and dirty rule, go for it, but frankly skull DR should probably just be a case-by-case basis; not every creature will have the same proportions for "bigger" variants. Maybe "giants" have disproportionately large or small heads, with Skull DR adjusted accordingly?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
05-29-2014, 02:31 AM | #17 |
Join Date: Apr 2005
Location: France
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Re: GURPS 4E: Jumping on the enemy's head
Isn't there a rule for that somewhere, like in Biotech (I have to buy it)?
If there is not, I would go for HP/5, rounded down, to make very little creatures like mouses and birds have no skull DR at all. I doubt that a mouse's or bird's skull is harder to run through than human's abdominal muscles... Or, to make things even more simple, something like Skull DR = 2 + size modifier/2 (rounded down). |
05-29-2014, 03:01 AM | #18 |
Join Date: Apr 2005
Location: France
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Re: GURPS 4E: Jumping on the enemy's head
Of course! As you said it, it all depends on the creatures too and has to be handled on a case by case basis. A giant slug, for instance, wouldn't have any skull DR, despite of its huge size and Hit Points...
Last edited by Gollum; 05-29-2014 at 04:23 AM. |
05-29-2014, 03:42 AM | #19 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS 4E: Jumping on the enemy's head
Small predators like cats and ferret bite through mouse skulls all the time. I love my cat, but a muscular powerhouse he is not...
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05-29-2014, 09:20 AM | #20 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS 4E: Jumping on the enemy's head
I'd call it a Stamp Kick (Martial Arts, pp. 80-81), which defaults to Brawling-3 or Karate-3. Here, specifically, I'd allow a default to DX-3 or Acrobatics-3 as well. This would certainly be subject to Attack from Above (p. B402): an extra -2 to hit and an extra -2 to the victim's defense. A hit normally does thrust+1, plus skill bonuses. I would replace thrust with the attacker's base falling damage, if higher, before adding the +1 or any bonuses.
As for damage sustained by the attacker, I would use normal falling damage. I absolutely would permit Acrobatics to reduce this without reducing damage to the victim – a valid tactic for dissipating the energy of a fall is to deposit it in whatever you land on, after all. And as has been pointed out, there's no special need for symmetry here – generally, the attacker is control of the body part used to strike, what it hits, and how force is concentrated. I would, however, look at the "if you miss or your target successfully defends, you fall unless you can make a DX-8 or Acrobatics-4 roll" rule from Flying Jump Kick. I think I would give -4 to any Acrobatics roll the attacker makes to reduce damage if the kick fails to connect for any reason. I wouldn't absolutely require All-Out Attack (Strong) or a shout of "Banzai!", "Geronimo!", or "Kowabunga!", but it sure seems to fit.
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4th edition, falling, jumping, rules |
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