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Old 11-14-2018, 07:34 AM   #21
ericthered
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Join Date: Mar 2012
Location: far from the ocean
Default Re: A Challenger Appears! Green versus Red

rules thoughts:

  • Roll with the blow is excellent for this game. I would not require AP for it, but I don't feel particuarly strongly about that.
  • Applying shock proportionally to HP is fiddly, but not a bad concept. I'm unsure if damage should be rounded down or to the nearest breakpoint. That doesn't matter for 4 damage to 12 HP, but it does matter for other options.
  • Refunding (and penalizing) AP in tenths for margins of success and failure sounds fundementally broken to me. It encourages telegraphic punches, which for Red averages no loss of AP. It discourages defense, penalizing you yet further for failing the defense roll.
  • I strongly disagree with the crouching ruling. I've shown you a quote by the Gurps Line Editor that disagrees with your ruling. Can we at least just reroll those results on the table?
  • I would read the Roll with the Blow comment about a DX roll as a reminder, not as an additional roll. I wouldn't require AP for that roll, but requiring it for the movement created by knockback sounds fair.
  • The HT roll to absorb damage is extreme and game changing. It should be declared in effect or out of effect at the beginning of a fight. I'm happy to play around with it in later fights, but it strongly changes how the game is played.
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