07-26-2014, 10:48 PM | #1 |
Join Date: Feb 2005
Location: Berkeley, CA
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Melee Attacks and Rate of Fire
For something with a lot of attacks, the Rapid Fire rules seem a lot more straightforward (and much faster) to use than the Extra Attack and Rapid Strike rules -- a hydra with a dozen heads or a Hekatonkheir with a hundred arms is likely to be an obnoxious amount of die rolling, and either it can't hurt anyone, or it obliterates people in one attack. Treating it as a single attack with RoF 12 (or 100) is much simpler.
So, is there any way of doing this? RAW doesn't allow Rapid Fire along with Melee Attack or Jet, and while you can make it a fake melee attack by making it blockable, parryable, and short range, you still wind up needing to make ranged attack moves rather than melee attack moves. |
07-26-2014, 10:53 PM | #2 |
Join Date: Nov 2009
Location: Oregon
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Re: Melee Attacks and Rate of Fire
Personally, I think it would be fine. I'd go so far as to allow Rapid-Fire Melee techniques in a cinematic setting (anime are full of characters who deliver a blinding flurry of dozens or hundreds of blows as one discrete attack). I don't think it would present balance issues, though I'd be curious to hear from the experts in this regard.
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07-26-2014, 11:31 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Melee Attacks and Rate of Fire
Well, yeah, you can just say "You may apply rapid fire to melee attacks". You might want to restrict it slightly, something like "if you make multiple attacks, divide your rate of fire by the number of attacks".
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07-27-2014, 03:17 AM | #4 | ||
Join Date: Aug 2007
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Re: Melee Attacks and Rate of Fire
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07-28-2014, 09:21 AM | #5 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Melee Attacks and Rate of Fire
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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07-28-2014, 10:29 AM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Melee Attacks and Rate of Fire
Why? It does give an option to all-out attack for +4 instead of +1, and the ability to rapid strike, but both effects have enough incidental drawbacks that it doesn't seem like a big deal, and rapid fire is fairly expensive to start with.
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07-28-2014, 11:56 AM | #7 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Melee Attacks and Rate of Fire
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