05-23-2018, 01:57 PM | #1 |
Join Date: Jun 2006
Location: On the road again...
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[Supers] Speedster build: how many attacks?
One of my villains is a speedster, with Extra Attack 3 (Multi-Strike), ATR 2, ETS, and a bunch of other traits.
My main question right now is: what is the maximum number of attacks this guy can land without penalty, and how many with penalties for such things as rapid strikes? Basically, I want to make sure I'm not making him overpowering, even w/ only ST 13 and superfine shortswords.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
05-23-2018, 02:09 PM | #2 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Supers] Speedster build: how many attacks?
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As for how overwhelming this is, campaign-dependent. A superfine shortsword at ST 13 does 2d+1(2), it is not difficult to be entirely immune to that. |
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05-23-2018, 02:19 PM | #3 |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Supers] Speedster build: how many attacks?
ATR 2 means 3 maneuvers per turn, EA 3 means 4 attacks per maneuver.
If they only take a regular attack each turn, then its 12 attacks total. AoA Double for each maneuver means 15 attacks. AoA Double and Rapid strike means 18+ I once ran a high skill leveled character who could rapid punch 13+ times each maneuver. But yeah, speedsters are extremely deadly when you don't gimp them (as in forget they have super speed) |
05-23-2018, 02:21 PM | #4 |
Join Date: Sep 2007
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Re: [Supers] Speedster build: how many attacks?
Stacking mostly adds, in the context of a single Maneuver, which each option only being able to be taken once per Maneuver (not per attack).
These rules apply per attack Maneuver. So, I get: Base Maneuver: AoA (Double), exchange one for Rapid Strike Attack RS Attack (at -6) RS Attack (at -6) EA 1: Attack EA 2: Attack EA 3: Attack for a total of 6 attacks. That's per Maneuver, so if your ATR 2 is used for 3 total Attack Maneuvers, you're up to 18 attacks. You could move around exactly which attack gets swapped for the RS, but that doesn't change the total. MA127 introduces an option for Rapid Strike, intended for cinematic games, which allows more than two Attacks in an RS, at -6 per extra attack. The wording goes up to four *(at -18) and ends with "and so on", implying there's no cap. So in theory, even without ATR or EA, you could have an unlimited number of attacks in one turn, even though they're not going to hit. You might reach for the "can't reduce skill below 10" rule from Deceptive Attack to limit the number of extra attacks (but that would be a houserule). And the general "can't attempt a roll if effective skill is below 3" rule would also prevent the rules munchkinism from devolving into a rules lawyer argument about how an infinite number of attacks with any finite probability of success will necessarily produce an infinite number of critical successes. Last edited by Anaraxes; 05-23-2018 at 02:33 PM. |
05-23-2018, 02:42 PM | #5 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] Speedster build: how many attacks?
Okay, that is a bit overpowering, or more to the point overwhelming for my personal dice-rolling! It's a lot of dice....
I think I'll tone the Extra Attacks back to EA 1, though I'm keeping Multi-Strike so he can hit twice with the same sword each maneuver. That'll drop me to 6 unmodified attack rolls per turn. (And yeah, our brick is immune to the swords, even with the AD (2). Unstoppable force, meet immovable object.)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
05-23-2018, 04:55 PM | #6 |
Join Date: Feb 2014
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Re: [Supers] Speedster build: how many attacks?
Well, assuming this character makes sound tactical choices (unlike Quicksilver, punching fifty times while standing still), then you won’t need to make a large number of attack rolls; the first manuever will be a full speed movement, then attacks, then a full movement again. Still can be OP, especially since they’ll probably be attacking a different character in the back every second and disappearing behind cover for others’ turns.
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05-23-2018, 05:36 PM | #7 |
Join Date: Jul 2015
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Re: [Supers] Speedster build: how many attacks?
I can see it now:
*rolls* "Hit once!" *rolls again* "That's two!" *rolls* "That's five hits!" *rolls* "Hit all 12!! Okay, roll 12 times for your defense." *rolls eyes instead* |
05-23-2018, 06:26 PM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Supers] Speedster build: how many attacks?
I'm not sure why 4th edition decided to use different rules for rapid melee attacks vs rapid ranged attacks. Possibly because of using different weapons, but that seems like a fixable issue.
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05-23-2018, 07:13 PM | #9 |
Join Date: Sep 2004
Location: Orem, Utah, USA
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Re: [Supers] Speedster build: how many attacks?
Supers suggests using the ranged attack rules for large groups. I don't see why it shouldn't be used for speedsters.
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05-24-2018, 05:43 AM | #10 | |
Join Date: Jun 2006
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Re: [Supers] Speedster build: how many attacks?
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