09-13-2009, 04:25 AM | #41 | |
Join Date: Nov 2006
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Re: Taking a skill penalty to increase damage
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So one should see increased damage at lower skill more as more accurate aiming (a bit like a hit location) that of course makes the attack harder to hit... |
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09-13-2009, 06:12 AM | #42 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Taking a skill penalty to increase damage
I'll just chime in and say one last thing before I leave the "I don't think this is a good idea" sub-topic alone.
Remember that GURPS is an effect-based system. Mechanical efficiency is one of many ways to argue that you qualify for that part out of Weapon Master*, or levels of Striking Strength. The fact that it is actually not your muscles that are stronger, but instead improved technique isn't important as long as the effect matches. Increased Damage by taking a skill penalty (especially with WM or Karate) does kind of imply that all your other blows are kind of half-assed and inefficient in their nature. Why does your striking power go down when you aim for the face instead of the torso? Are you unable to make high thrusting punch movements of similar strength to mid height ones? If you imagine this being like powerful mighty Kung-Fu Finisher-like attacks in movies, I'd like to point to Committed Attack (GURPS Martial Arts p.99), as well as All-Out Attack. When those attacks misses the attacked typically turn the tables on the attacker. *Weapon Master (in part) and Karate are an advantage and a skill that simulates the 'mechanical efficiency' and other things in your striking.
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09-13-2009, 07:00 AM | #43 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Taking a skill penalty to increase damage
Well, here is a technique to increase damage with the help of skill.
Strike of the Golden Dragonflight* Hard Default: Any Melee Weapon skill-8, or Karate-8.By positioning yourself perfectly according to form and retracing the path of the Golden Dragonflight in your attack you manifest a mighty surge of chi energy right at the moment when your attack touches your opponents center point. This technique will allow even a weakling to injure a well trained man with ease, but it's true potential is shown by the Masters, those who have learnt to master Chi Control with the might Power Blow technique. Those men and women have been known to crush massive trees with a single punch! This technique is, if using karate always a punch, or if using a melee weapon, a swing or thrust at the torso. The blow does 1d extra damage, or +2 per die, whichever is better. The technique can easily combined with Power Blow, and adds a +1 to the Power Blow skill roll when they are used in synergy. - - - - - There you go, this technique should let any skill-based fighter dish out a truly terrifying attack that might very well go through heavy armor and kill most things without. For an ST 11 person with Karate this attack would do thr + karate + technique 1d-2 + 2 + 4 = 2d cr Add Power Blow and you get 3d+1 cr Add Power Blow 2 and you get 4d+3 cr For a ST 15 Weapon Master with a Halberd (swung) you'd get: Sw + weapon + Weapon Master + Technique 2d+1 + 5 + 2 + 4 = 5d cut Add Power Blow and you get 5d+2 + 5 + 5 + 10 = 10d+2 cut Add Power Blow 2 and you get 7d+1 + 5 + 7 + 14 = 13d+1 cut
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
09-13-2009, 07:16 AM | #44 |
Join Date: Jul 2005
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Re: Taking a skill penalty to increase damage
How about the generic: "Perfect Strike/Shot"
Default: Hand to Hand or Weapon Skill -10; Cannot Be Increased. Do maximum damage with attack and roll on the critical hit table.
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09-13-2009, 08:43 AM | #45 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Taking a skill penalty to increase damage
btw, another important option not to forget is extra effort!
if it is just for a single moment in a fight where you need to put maximum power into a strike, then investing fatigue points is a good way to simulate that... IMO these 'power blow'-techniques are more suitable for cinematic than realistic games... (because then its likely that everyone uses the techniques every time, even without the risk of missing) Last edited by OldSam; 09-13-2009 at 08:48 AM. |
09-13-2009, 03:48 PM | #46 | ||
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Taking a skill penalty to increase damage
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--- I also find it funny that people feel the need to label such a desired houserule (houserules?) as "cinematic, even silly" like the idea is beneath them. Last edited by Ragitsu; 09-13-2009 at 03:51 PM. |
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09-13-2009, 04:47 PM | #47 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Taking a skill penalty to increase damage
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I think I was being quite clear on the point that this was an "I don't agree", not a "You're doing it wrong!!!". I never once said or implied that it was "beneath" me. That's you putting words in my mouth. Please try to read posts on boards like this one with the assumption that most are written with good intent, and when responding to them, try to do so in a polite way. What you wrote up there sounded almost like you were intentionally trying to insult me.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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09-13-2009, 04:55 PM | #48 | |
Join Date: Jul 2005
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Re: Taking a skill penalty to increase damage
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Topic is skill penalty to increase damage. I like the idea of taking a -2 penalty to increase the minimum roll per die one category. So if you do 3d6 damage and roll all 1s you'd normally do 3 points; but if you had taken a -2 penalty to increase damage you'd do 6 points (the 1s are bumped up to 2s).
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09-13-2009, 04:56 PM | #49 | |
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Join Date: Dec 2007
Location: Portland, Oregon
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Re: Taking a skill penalty to increase damage
If you read my previous post, you'll see that there is a triple dash underneath my response to you. That signifies a separate point of address (in this case, to the aforementioned person who said the rule(s) are silly). Rest assured that I have no intention of making false claims on your behalf.
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Last edited by Ragitsu; 09-13-2009 at 05:01 PM. |
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09-13-2009, 05:26 PM | #50 | |
Join Date: Jul 2005
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Re: Taking a skill penalty to increase damage
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at -4, any 1s or 2s would be bumped up to 3s. at -6, any 1s, 2s, or 3s would be bumped up to 4s. at -8, any 1s, 2s, 3s, or 4s would be bumped up to 5s. at -10, all dice are assumed to roll 6s.
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