09-14-2014, 09:39 AM | #11 |
Join Date: Nov 2009
Location: Oregon
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Re: [Basic] Skill of the week: Body Sense
This is the crux of the issue. Teleportation being disorienting is a just one possible setting convention. Probably the most prominent teleportation in fiction is Star Trek's transporter, and while it takes a moment to "materialize", the subjects don't appear to experience any disorientation or discomfort upon landing.
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09-14-2014, 10:57 AM | #12 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Skill of the week: Body Sense
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Also, I feel I came across a bit strongly in my previous post. I do realize that I'm overally pretty clueless about these kinds of things, so I really need to be more "asking" than "telling" that it just seems like the Skill difficulty feels off, from both a "gaming" and "setting" stand point. I mean, having a Black Belt level (well, by 3e standards) Karate Skill is equivalent to having Body Sense at a high enough level to only worry about missing it on critical failures or when trying a stunt that carries a penalty to the roll. Yes, I know that Karate Skill does not equate to the entire martial art; even just being the generic "advanced unarmed striking" skill that Karate is for GURPS (which requires additional Skills and Techniques and such to represent the full "style"), it still seems like that should be a lot more difficult, unless we start getting into setting specifics.
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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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09-14-2014, 01:20 PM | #13 | |||
Join Date: Dec 2007
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Re: [Basic] Skill of the week: Body Sense
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Last edited by David Johnston2; 09-14-2014 at 01:24 PM. |
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09-14-2014, 11:03 PM | #14 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Skill of the week: Body Sense
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I want to come back to who is using Body Sense, though. If this is supposed to prevent the stereotypical Mage or Psion or ultra-tech user from being able to "affordably" raising their Body Sense to where they can reliably act the turn after they 'port, okay. I mean even with DX 12, its 12 points to get to Skill 14. There are ways to help with this but still its a bit much to have to take such things just so that a mage isn't standing there waiting to get hit after teleporting in, losing a vital second in warning the king of danger before the king himself is teleported to a distance conference (that is secretly a trap) or for the delivery guy whose delivery times might be measured in seconds when all goes well periodically loses one because of his Body Sense roll or a turn to automatically adjust. Your argument seemed to be that it was "fair" because Body Sense is usually being bought by characters akin to Nightcrawler, who have a good to great base DX score so that it doesn't take as many points to be a master of Body Sense. Even outside of combat, that single second can matter. This isn't something we can "reality" check; I don't know how hard it would be to adjust quickly to a teleport but this penalty seems excessive if it is purely DX based. I mean, if the process was hard on the mind to comprehend or the body to endure, making it a Hard Skill makes sense. For the first few times you experienced it (especially if you didn't know it was possible before hand), I can see that DX-6 for just getting your bearings. For such a narrow skill, especially when you aren't being surprised that it exists? DX-6 and being a DX/Hard skill just seems to be asking too much.
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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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09-14-2014, 11:24 PM | #15 | ||
Join Date: Dec 2007
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Re: [Basic] Skill of the week: Body Sense
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Only if you attempt to take a (non defensive) action in the first second after doing it. Quote:
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09-15-2014, 01:00 AM | #16 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Basic] Skill of the week: Body Sense
I think of it like Fast Draw.
You can take a turn readying your weapon or learn how to do it quickly. You can take a turn adjusting to a sudden change of position or facing or, again learn to do it quickly. Or take an enhancement if your style of warp does not disorient for some reason.
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09-15-2014, 10:51 AM | #17 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Basic] Skill of the week: Body Sense
Body Sense is almost exactly like Fast-Draw: a time-saver with a small risk attached. Nobody needs it. However, if your shtick is going all ninja even as your molecules reform – wasting literally no time at all – they you might want it. Most ordinary people don't bother trying to roll . . . they wait a second, during which time they may defend, and then act a turn later. Twitchy people get it and roll against it, gambling that they'll act quickly more often than they'll fall down stunned, just as Fast-Draw specialists gamble that they'll act quickly more often than they'll throw away their weapon.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-15-2014, 11:03 AM | #18 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Skill of the week: Body Sense
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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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09-15-2014, 11:20 AM | #19 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Basic] Skill of the week: Body Sense
It is what it is. It's basically on a par with Acrobatics, so it's treated as such. It has a lot more game-breaking potential ("I appear behind him and attack him while he's defenseless, before he has a turn to react" is a lot more potent than "I whip out a weapon he can see and attack him while he can only defend"), but YMMV.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-15-2014, 12:48 PM | #20 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Skill of the week: Body Sense
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I really am trying to understand, which given my track record may sound like an impossible feat. >_< One of the things buried in my earlier comments (I think >.>) was the question about whether Body Sense was pricey because it was supposed to be that difficult a skill to learn/contain a significant body of knowledge... purely from a game balance perspective. If it is about its "game breaking potential", is that something that should be reflected in this skill or should it be in the underlying Advantage?
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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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basic, body sense, skill of the week |
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