03-07-2011, 09:28 AM | #1 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Innate Attack: Flaming Angelical Sword
OK, in addition to my Soul Armour ( http://forums.sjgames.com/showthread.php?t=77667 ), I want a Special sword too. And I have some doubts:
Angelical Sword Imp level 1 Cost 8 Cut level 1 Cost 1,4 (7/5 alternative attack) Total base cost 9,4 Melee (C,1) -20% Blockable -10% (Can be blocked and parried) ST-Based +100% Switchable +10% Reduced time +20% Affects insubstantial +20% Final cost = 9,4 +120% = 20,68 = 21 First doubt: It is right? Or the correct should be: Angelical Sword Imp level 1 Cost 8 Cut level 1 Cost 1,4 (7/5 alternative attack) Total base cost 9,4 Melee (C,1) -20% Blockable -10% (Can be blocked and parried) Switchable +10% Reduced time +20% Affects insubstantial +20% Subtotal = 9,4 +20% = 11,28 ST-Based +100% Final cost = 11,28 +100% = 22,56 = 23 OK, I can make it appear as a free action, has an acceptable range, can be blocked and parried. ------------------- Second doubt, how do we calculate the ST-based damage? A ST22 character would cause 1D+2D=3D impaling damage and 1D+4D=5D cutting damage, right? Or would it be 1D+2 and 1D+4? A ST 16 Character would make 1D+1D+1 = 2D+1 impaling damage and 1D+2D+2=3D+2 cutting damage? Or would do only 2D impaling and 3D cutting damage? ------------------- Third doubt, how do I add a flaming damage to the sword, in both kind of attack? And how to make it an always on effect (well, on, while the sword is on, in other way, I can only attack with the flames on) and how to make it a selective effect (I can choose if I want to attack using the flames or not). I don't think the flammable enhancement is exactly what I want. ------------------- Fourth doubt, I think that the harder one. As it is an angelical sword, I want to put some selectivity in it, with increased damage to the bad and reduced damage to the good. It is a bit difficult, as GURPS doesn't have something like an alignment advantage/disadvantage/feature. I was thinking something like that: Good entities (like angels, good gods, and things like that) ->No damage (I think this one is worth no point, as I would hardly attack and probably wouldn't damage such beings. And I doubt they would appear in the game too). Saints -> no damage (Well, pretty rare too, but I surely could kill one, don't know, think it doesn't worth points either). Innocents (neutral) and good people or creatures in general: -> Armor multiplier (x2), no blunt trauma, no wounding Good people or creatures in general, -> -1 point of damage Virtuous people, close to heaven people, blessed ones, -> an additional -1 point of damage priests of good or neutral entities/gods (monotheists included here) (a bad priest of a good or neutral god would get this one (but not the other innocent bonus), an evil priest don't get even this one) -> an additional -1 point of damage neutral or good elves -> An additional -1 point of damage So a close to heaven elven priest would get -> Armor multiplier (x2), no blunt trauma, no wounding and -4 points of damage. -------------- On the other side Bad people (bullies, thieves, liers, kleptomaniacs, bad humored, etc. In other words: Not that bad ones) (I think this will be the most frequent one) -> Normal damage Evil people (sanguinolent, sadists, assassins, evil worshipers, worshipers of bad oriented gods or entities (gods of war, death, hatred, and so on) -> Armor divisor, double blunt trauma Good orcs and ogres -> Normal damage Neutral, Bad orcs and ogres -> Armor divisor(2), double blunt trauma Evil Orcs and ogres -> Armor divisor(2), double blunt trauma, +1 point of damage Priests of evil entities -> An additional +1 point of damage Bad Creatures -> Armor divisor(2), double blunt trauma, +1 point of damage Evil Creatures -> Armor divisor (3), double blunt trauma, +2 point of damage, maybe a slight reach increase. Demons, Evil entities (doubt to face that kind too, but I think this is still costs some points) -> Armor divisor(5), double blunt trauma, +4 point of damage, maybe with some short ranged auto guided attack (like a fireball or a flame jet). |
03-07-2011, 09:52 AM | #2 | |
Join Date: Nov 2006
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Re: Innate Attack: Flaming Angelical Sword
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But if it is for a paladin style character with the appropriate disads all that "less damage to good creatures" stuff is worth 0 points. The extra damage should have some limitation (doesn't work vs non-evil) which I would rate at about -10 to -20% depending on how oftern it will show up in your campaign. |
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03-07-2011, 10:37 AM | #3 | |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Innate Attack: Flaming Angelical Sword
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I am thinking in calculating the lower damage and adding successive damage with successive accessibility limitations. And modifying the no blunt trauma, no wounding and armor multiplier limitations, and double blunt, armor divisor enhancements with accessibility modifications too. ButI really want t know the first three first: Cost of the ST-based, damage of the ST-based and adding flame damage to base damage in both alternative attacks. |
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03-07-2011, 10:52 AM | #4 |
Join Date: Sep 2007
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Re: Innate Attack: Flaming Angelical Sword
The "ST-based" Enhancement for Melee Attack is in Powers, p103. (+100%; add your thrust or swing damage)
Trying to model melee attacks with equipment with Innate Attacks is one of the traditionally frustrating problems. In fact, TPTB created a whole new mechanic, "Imbuements", to address the "I pick up a sword and make it burst into flame" concept. Given that we're talking about an angel that materializes its own flaming sword, I don't think an IA isn't out of the question. The problem come more on the lower-power end, where the damage from ST is a significant component of the damage, and the power just adds a little. Calling the sword a flaming sword means you can change the damage type to burning, rather than cutting or impaling. It doesn't necessarily call for more damage. If you want more damage, then you can of course buy more. Perhaps you have a 5d sword (cutting), with an AA that's a 7d flaming sword (burning). An alternative is to have the flame attack as a Follow-Up attack, so that you inflict extra flame damage if the base sword attack penetrates. IA is a levelled advantage, as is Armor Divisor. It's perfectly legal to buy some levels of an advantage, and then buy some more with a "doesn't affect evil" limitation. The exact Accessbility limitations and stacking of levels can be as complex as you care to keep track of and do the math for. I'd agree that -10% is probably about right; in most campaigns that care about good and evil and have paladins, this is a pretty minor limitation. |
03-07-2011, 10:57 AM | #5 |
Join Date: May 2008
Location: CA
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Re: Innate Attack: Flaming Angelical Sword
I'd go with a follow-up Burning attack to represent the 'flaming' part. A sword made out of fire would be straight-up burning, but a sword that's on fire has a follow-up burning attack. It's also mechanically easier.
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03-07-2011, 11:40 AM | #6 | ||||||||
Join Date: Aug 2004
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Re: Innate Attack: Flaming Angelical Sword
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Although... what's the Reduced Time for? You don't need that, it doesn't do anything on an innate attack. It should actually be 16 pts + 14/5 (3) pts, for a total of 19 pts. Quote:
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03-07-2011, 11:43 AM | #7 |
Join Date: Aug 2004
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Re: Innate Attack: Flaming Angelical Sword
Note that Follow-Ups roll their dice even if the primary attack doesn't penetrate DR; it's just that they only get to ignore the DR when the primary attack penetrates. E.g., it's perfectly possible you could swing the sword against a foe that has armor-like skin with DR proof against Crushing, Cutting, Impaling... but not against Burning. In which case, the sword's edge could bounce against the DR, but since the DR doesn't count against Burning, your full Follow-Up attack gets through to HP anyway.
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03-07-2011, 12:52 PM | #8 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Innate Attack: Flaming Angelical Sword
I think I misunderstood no wounding. I thought it was just no bleeding and stuff like that.
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03-07-2011, 01:07 PM | #9 | ||||||
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Innate Attack: Flaming Angelical Sword
Oh, the scenário is Caithness just before Peredur's death. The char is a very strong blacksmith that does not remember his past.
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Or I should apply more limitations tho the attacks? Like Thrusting only for impaling (-50% as thrusting does half damage) and swing only for cutting (Don't know, -10%? Maybe this one is not even necessary). Quote:
(1D = +1, 2D= +2, etc), but the last option really appeared to me to be to weak for a +100% modifier. Quote:
Last edited by BaHalus; 03-07-2011 at 02:14 PM. Reason: Avoid excess flooding |
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03-07-2011, 01:20 PM | #10 | |
Join Date: Aug 2004
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Re: Innate Attack: Flaming Angelical Sword
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Probably simplest to make it a +1 Impaling/+1 Cutting (or +2 Cutting, in which case the Cutting Attack will actually be more expensive and the Impaling the Alternate) effect at base, ST-Based, with a -0% Accessibility that it won't harm the truly holy or innocent (should almost charge an enhancement for that, really), and an additional die of damage that only works against the unholy, demonic, or truly irredeemably evil, at -20% for that Accessibility. Have the flaming effect be a Follow-Up of 1d Burning, with one or the other of those Accessibilities as well, depending on whether you want it to only work on the truly evil or to work on anything except the truly good and holy, keeping in mind that you want the latter if you want utilitarian uses like lighting that distinctly neutral campfire or the tapestries in the bad guy's castle. |
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Tags |
alignment, flaming, innate attack, st-based, sword |
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