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Old 11-07-2014, 06:37 AM   #511
Varyon
 
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

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Originally Posted by Kalzazz View Post
Can you use Technique Mastery for even more awesome counterattack?
I'd allow it outright in a silly campaign. In a more serious-but-cinematic one, I'd allow it solely for the purpose of stacking DA onto counterattack - it's not "I can hit more easily when countering," it's "I can more readily exploit my foe's opening when countering."

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Originally Posted by Peter V. Dell'Orto View Post
That's pretty much how I've thought of it from the beginning. I'd probably stick with +1 per two full dice, as otherwise for consistency you'd probably need to let the +1/die of the second level come into play a little earlier as well (probably at the nd+1 level).
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Old 11-07-2014, 07:56 AM   #512
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Per die damage makes for much technique love happiness for Kung Fu King Kong!
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Old 11-07-2014, 08:01 AM   #513
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Do Weapon-Master clowns get +1 damage per pie?
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Old 11-07-2014, 03:23 PM   #514
Peter V. Dell'Orto
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Quote:
Originally Posted by Varyon View Post
I'd allow it outright in a silly campaign. In a more serious-but-cinematic one, I'd allow it solely for the purpose of stacking DA onto counterattack - it's not "I can hit more easily when countering," it's "I can more readily exploit my foe's opening when countering."
That's not really Technique Mastery, though, that's just allowing a more effective version of Counterattack without paying the fair price for it. You're basically say that you can buy skill that's only for the purposes of removing the Deceptive Attack penalty at 2 points per -1 you ignore, which is more generous than buying a technique that gives -1 to Dodge, Parry, and Block (which would be -4, and thus at least 5 points.)


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Originally Posted by Varyon View Post
That's pretty much how I've thought of it from the beginning. I'd probably stick with +1 per two full dice, as otherwise for consistency you'd probably need to let the +1/die of the second level come into play a little earlier as well (probably at the nd+1 level).
I don't see why. Lots of stuff in GURPS is off of the number of dice, and even "round up the number of dice" isn't saying "fractional dice should count, too." If the "round up" bothers you, change it to "count whole dice, and then round up." That way 2d+2 doesn't get some rules lawyer jerk saying +2 is half of +4, and Dice + Adds conversion says +4 is a die, so +2 is half a die, and that's 0.5, and that rounds up. Generally, though, if someone pulls that crap on me I hit them with my AD&D DMG, and then change the rule back to the more restrictive RAW.
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Old 11-07-2014, 07:33 PM   #515
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

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Do Weapon-Master clowns get +1 damage per pie?
Unless the pie does more than 1d of damage. And they get +2 damage per pie if their skill levels are DX+2 or better.
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Old 11-08-2014, 10:59 AM   #516
Peter V. Dell'Orto
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

So how is my alternative method for determining if a pick gets stuck working out?

Picks getting stuck alternate mechanic, play report
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Old 11-08-2014, 05:22 PM   #517
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If anything about there deserves the Dwarven Modifier, I'd say it would be picks! I mean, mining tools!

Being able to swing for the vitals is awesome
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Old 11-08-2014, 06:57 PM   #518
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If anything about there deserves the Dwarven Modifier, I'd say it would be picks! I mean, mining tools!
Sure! Used properly, though, they spend a lot of time in your opponents, and thus can't parry anyway. But it's handy just in case.

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Being able to swing for the vitals is awesome
It's true.
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Old 11-09-2014, 02:42 PM   #519
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Here are the three Trademark Moves that have made steady and regular appearances in my DF game.

Trademark Moves in DF Felltower
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Old 11-09-2014, 07:18 PM   #520
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You allow people to modify the TM as they raise there skill by adding more deceptive to it?

I thought TM was 'this is set in stone'
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