07-14-2007, 01:16 PM | #21 | |
Join Date: Apr 2005
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Re: Home Rule: Aiming under fire
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Though keep in mind, I'm assuming you mean a natural Dodge 16, not effective as boosted by combat options. For a person with a Dodge of 11 (Already around the high-end of human norm for a unencumbered person), you'd have to dodge-and-drop and extra-effort an attempt to get a 16. And you would not be able to sustain that high dodge through combat. However, as for dealing with someone who can dodge that high... Hitting them when they can't see the attack is the best way, yes. Anything that reduces their chances helps, too (Side shots, for example). And if nothing else, autofire can help. And if that's not good enough? Time for the grenade launchers... |
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07-14-2007, 01:17 PM | #22 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Home Rule: Aiming under fire
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The only way to eke out more than about a 10% chance of success against this guy is to ensure he doesn't even get to roll, meaning...you guessed it...hit 'em when they're not looking. If you want to alter the rules to allow deceptive attack with ranged attacks, that's your preogative. As would be a (more sensible) dodge penalty for projectile speed. Actually, I could easily see (in combination with the discussion about declaring defenses in another thread): 1. If you're aware of an attack, you may try to dodge the point of aim. Declare your defense now. No penalties for speed or anything. 2. Roll to hit; if you hit, they roll defense. if not, they waste a defense. 3. If you elect NOT to dodge point of aim, you take (say) a penalty for attack speed and skill, equal to half the margin of success of the attack (max -5) plus a penalty based on the Parry Missile Weapons penalties.
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07-14-2007, 01:18 PM | #23 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Home Rule: Aiming under fire
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07-14-2007, 01:42 PM | #24 | |
Join Date: Oct 2006
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Re: Home Rule: Aiming under fire
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It isn't strange at all. Nobody has a dodge of 16 unless they are in a comic book or a wuxia movie or something. Even then they have to be a headliner. |
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07-14-2007, 02:06 PM | #25 | |
Join Date: Sep 2004
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Re: Home Rule: Aiming under fire
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Rapid Fire applies a substantial penalty to dodge. Area Effect. Dodge doesn't help if you can't clear the radius. Critical Successes. You don't get a defense against a critical hit. Feint or Deceptive Attack. By RAW this is only an option in HTH. Surprise (no defense if you're not expecting it). Dodge 16 isn't that hard to get to. Base move 5-6 + 3 defense bonus + 1 combat reflexes + 2 AoD + 2 Feverish Defense (per attack) + 2 Acrobatic Dodge + 3 Retreat (dodge and drop vs bullets) + DB from a shield or magic. Naturally you wouldn't use all these options at once, but you can certainly build a 'realistic' character that has a very high dodge. |
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07-14-2007, 02:10 PM | #26 | |||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Home Rule: Aiming under fire
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In short, no matter how high your skill, you can't actually deliberately point the damn barrel at the damn target. Even with skill 40. |
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07-14-2007, 02:22 PM | #27 | |
Join Date: Sep 2004
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Re: Home Rule: Aiming under fire
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As a house rule I allow deceptive & feint attack with ranged weapons. I consider it realistic since I can fake someone into leaping the wrong way when trying to block a soccer ball or throwing something at them. It's an easy fix and I'm not sure why it isn't canon. It's much worse with muscle powered weapons. They often only get one good shot and it's easily avoided. Do some research on the mega-archer vs the barbarian. |
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07-14-2007, 02:34 PM | #28 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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07-14-2007, 05:07 PM | #29 | ||
Join Date: Feb 2005
Location: Brescia, Italy
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07-14-2007, 09:14 PM | #30 | |
Join Date: Aug 2004
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Re: Home Rule: Aiming under fire
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