01-16-2019, 12:08 PM | #201 | ||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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Are you referring to B377 under Damage and Injury? If your attack roll succeeds and your target fails his defense roll (ifI think you're reading a bit too far into general guidelines. Exceptions can override this. For example if you have DR w/ Area Effect and the DR stops it, do you think it still counts as actually hitting your target? What if the target fails his defense roll but his ally succeeds in his Sacrificial Dodge? That too would violate these holy words. What if the target took All-Out Defense: Double? If he fails his defense roll, he can try a 2nd one. No mention of that here! What if the target has the Reverse Missiles spell cast on them? The statement simply isn't a final word, there are exceptions where you ignore it when it makes sense to. Quote:
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If I can for example, throw a beach ball about 30 feet, if I tried throwing it into a wind tunnel, that's not going to happen. Quote:
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What you seem to be arguing is that while I could teleport cupid's arrows away while they're in his quiver, or while he's readying them in his hand, somehow I can't teleport them away after he's loosed them but before they hit a target, because they become magically untargetable teleporting arrows? That's malediction! Quote:
Cutting Attack 0.25 (ST-Based, Limited Use 1, Slow Reload; Breakable, Can Be Stolen) sounds like a throwing axe. The GM is free to define that the parameters of Slow Reload are "you have to go and get the throwing axe from wherever you threw it". In that case, the Gadget limitations (being able to steal it, being able to destroy it) don't just apply to the Throwing Axe while in the hand, but also after it becomes a projectile. "Slow Reload" arguably has "Can Be Stolen" built into it, because it refers to actual objects used to bypass the usual daily limitations of Limited Use. So you can steal a guy's bullets, whether they're mid-flight, in the chamber, in his hand, or in his satchel. The GM is free to designate a realistic amount of difficulty in depriving people of their Slow Reload ammo. Quote:
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Bullets are affected by wind speed / direction, for example. Snipers know this. We wouldn't expect that to happen with lasers. So there is differently a differences which should be quantified here. |
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01-16-2019, 12:48 PM | #202 | |||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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Normally, you pay for the advantages the concept provides. You're trying to justify advantages with an ability (and modifiers) through a convoluted explanation. Go back to the *concept* and pick abilities that actually provide what that *concept* does rather than what you believe you can strain an ability to additionally provide. Quote:
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You're trying to treat them as one and the same, but not recognizing the inherent things you're also ignoring while doing that. If you aren't going to be using slam/collision rules on top of weapon rules like you're using KB on top of weapon rules, then you aren't being consistent. Decide if they have HP/move for every action or not, then we can have a proper discussion of what the unintended side effects are. One unintended consequence is that weapon attacks will have both the damage they do, plus the HP/move damage they do, since attack profiles don't explicitly account for mass and aren't necessarily proportional to the mass. It will make up for the momentum you're trying to rob them via KB. Quote:
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01-16-2019, 01:06 PM | #203 | ||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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01-16-2019, 02:13 PM | #204 | ||||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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Neat, tell me the value of a limitation which makes a Gadget targetable with the Disarm technique? Quote:
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Don't examples like this sort of nudge you into realizing you might be making wrong assumptions? Perception rolls based on speed aren't house rules. Getting a range of possible velocities by dividing out HP from dice*100 is simply applying the Collision rules to determine an unknown variable. Quote:
I will note that this isn't even a consideration with Side Effect: Warp which is guaranteed to leave no white-hot corpse dust to hit you. Quote:
I ask because I seem to recall explicitly that touch-based Maledictions can buy Ranged. I'd also like to know your stance on whether or not Melee-Capable and Aura would be compatible. Quote:
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I'm arguing that I'm not creating anything (this is just how physical objects operate different) so balance in, balanced out. Quote:
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01-16-2019, 03:36 PM | #205 | ||||||||||||||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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Now, I'm not saying that you can't say "what if we take X and try it on Y," for a "too good/bad/broken" discussion, but that's far afield from arguing RAW. Quote:
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You'll notice that I used "Project Blow" for an attack that throws a projectile that automatically (and unavoidably) returns to your hand at the end of the attack on write-ups. That's because it's mechanically the simplest way of doing such. Do you think it matters if Project Blow is teleportation or Thor's hammer moving unerringly towards its target? Do you believe the rules for Project Blow change because someone has an aura? Quote:
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IA 5/lvl works on 2/3rds of targets encountered <vs> IA 5/lvl works on all targets. ummm, because one has a massive pro over the other? |
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01-16-2019, 03:36 PM | #206 | ||
Join Date: Sep 2004
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Re: Defensive Auras
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In any case, it's fairly obvious there's no negative for energy to offset the huge negative you're assigning physical projectiles. That's even before you get into the big pro auras suddenly have over other abilities now. Quote:
You could even build a new or meta-enhancement that only applies to lasers. Just beware the player wanting to use it on an unrelated ability to justify being a multi billionaire that's bullet proof for some reason. |
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01-18-2019, 11:01 PM | #207 | ||||||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
DFM3p12 "Heat Aura: 1d burning damage/second to anything within one yard of the lava lizard" INTERESTING
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If a weapon is destroyed – that is, it failed a HT roll at -1xHP orIn particular you might find this useful for an incoming throwing dagger which gets bashed around: An extremely light weapon (anything weighing 1 lb. or less, such asB276 under "THROWN WEAPON (KNIFE)" lists a mere 0.25 for the dagger, even the small knife (0.5) and large knife (1.0) fall within the "useless when disabled" guidelines. Something would not be "useless" if it was still capable of landing and delivering a hit. I see no reason to except arrows/bolts/bullets from these guidelines, ammunition IS weaponry. B275 "Silver Weapons" includes "arrowheads" and LTC2 "Armor-Piercing Weapons" includes arrows. Quote:
Stuff like "someone took a wait and hit my throwing knife with a 100d fireball" is clearly another situation (since per Broken Weapons, it is a "useless" weapon) where you wouldn't bother going ahead with damage. Quote:
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OHPT (B558) assigns homogenous objects weighing 1 pound 8 HP. So I'm looking at 64 damage or 4 non-damage. "Solid-metal melee weapons have DR 6" increases that to 10 and 70. Taking into account You can use http://www.sjgames.com/gameaids/gurps/g4innatecalc.html to check my calculations. I will avoid the randomness of dice by doing strict static bonuses. Burning Attack 0.25+2.7 does 10 damage. 5x2.95=14.75, rounds up to [15] base. Jumper (Cannot Escort -10%, Cannot Follow -20%, Naked -30%) [40] is worth +400% on Affliction on on Symptoms 2/3, or +800% on Symptoms 1/2. The extra 100% for Melee/Aura/AE is +900%, the total being worth 1000% of original value is x10 to cost, changing [15] to [150].Burning Attack 0.25+20.7 does 70 damage. 5x20.95=104.75, rounds up to [105] base, for comparison. The +100% Melee/Aura/AE increases that to [210]. It is cheaper to reliably jump the bullet to a parallel world than to reliably destroy it.AE/Persistent is only +90% so it's even cheaper to do, but you'd have to renew it every 10 seconds, but can also leave it in places you're not occupying to protect allies. Quote:
When applied to an ability that works as a touch-based Malediction, this enhancement does not turn it into a true ranged attack. Instead, it becomes a Malediction that uses standard range penaltiesSounds like it's perfectly acceptable to over-ride touch-based abilities (whether inherrent or because of Melee Attack limitations) with Ranged. Something like Cutting Attack (Melee -30%, Limited Ranged +36%) with Ranged +40 reduced by "Costs Fatigue 2 -10%", should be able to represent someone with a cutting ability that's normally limited to melee range, but who should be able to attack at a distance when they spend 2 FP. Quote:
What I mean is that "Melee-Capable" is effectively just buying Ranged +40% on top of whatever Melee option you want, with a limited form of Selectivity (only in respect to 1 enhancement) built in since it's the default form. Quote:
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Last edited by Plane; 01-19-2019 at 02:54 PM. |
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01-19-2019, 03:02 PM | #208 | ||||||||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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Why can't in Innate Attack produce substances that you can sell for unimaginable amounts of money? Why can't it leave a tag that you (and only you) can use to track enemies down? Why wouldn't it have other longer term effects that benefit you or punish enemies you shoot? The usual (and answer given in Basic / Powers) is that if it's worth enough, it justifies buying the advantage that reflects what benefit you're getting. Negligible effects are worth negligible costs. Powerful effects are either separate enhancements that spell out that benefit or entirely other advantages (possibly linked). "I want my damage field to also protect me" isn't negligible and it's certainly not spelled out as any part of Innate Attack, Aura, or Area even in the remotest sense. Furthermore, limitations (melee) don't add functionality, they transform or limit it to be a worse ability. Quote:
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[quote] The way it works is, since a Wait can interrupt a turn in action, if you make a successful roll to hit with your sword, I can declare my wait active and cast a spell to teleport your sword to the moon, and your sword doesn't hit despite having succeeded in your roll, because Wait is very flexible and open-ended. So to is "immediate" damage acting upon a projectile traversing intermediate space between 2 locations.[/.quote] That's not the way wait works. You would teleport it before it was swung, try doing something as a defense, or do it after it struck you. Waits are declared to happen after something your PC perceives (i.e. guy came around the corner, guy going for his gun), not after rolling to see if an event will happen. Quote:
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You'd also need selective area, which again, would have an opt in/out issue. What instructions to do give the field such that it will stop projectiles but not air or friends that approach you? Quote:
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For that matter look up "Ghostly Move". It's a canon example for using Warp to simulate really fast move, which is something I've also done with speedsters. Quote:
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01-19-2019, 09:22 PM | #209 | |||||||||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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Why wouldn't it have other longer term effects that benefit you or punish enemies you shoot? Quote:
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[QUOTE]That's not the way wait works. You would teleport it before it was swung, try doing something as a defense, or do it after it struck you.[quote]That sounds like a false trichotomy. Time passes between the launch of a projectile and the arrival. Waits can trigger at ANY time during that span. Quote:
In the case of attacks which are operating automatically without user input, they effectively automatically perceive everything applicable to what triggers them so it doesn't matter. Quote:
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In either case you're going to have a velocity you're traveling toward that object. It's just reached differently, and doesn't need to be known to calculate the damage when you're thrown. If someone is trying to teleport you before you hit the acid pit the giant threw you at, your Speed matters on the Speed/Range table for the difficulty in targeting you. The time it takes to reach the acid pit matters in knowing if there's time to intervene for someone who didn't already have a prepped Wait. Quote:
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With AE aura, weapons are damaged when they come within the RADIUS (this happens 1st) and then weapons damage you (this happens 2nd). There is a logical sequence of events, and they must be applied in that order. Quote:
The range I can move per second is definitely intended to counter knockback, because if I'm hit by an Obstruct defense and knocked back when I've only moved half the distance I'm capable of, my momentum doesn't cease and I can continue applying the remaining half of that distance. Movement through space isn't instant just because you are acted upon by another force, whether it's being dropped, shot, shoved or thrown. There is going to be a realistic "movement over time" just like in Tactical Combat when that happens. In a cinematic non-realistic game sure you can just ignore stuff like travel time, I'm talking about when you acknowledge it exists. |
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01-19-2019, 11:50 PM | #210 | ||||||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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[quote]That sounds like a false trichotomy. Time passes between the launch of a projectile and the arrival. Waits can trigger at ANY time during that span.[/qoute] Sure, the Flash can perceive the launch of a bullet and declare a wait for seeing it leave the barrel. Most people can't, and as such will need to use actions they can perceive. Quote:
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aura of power, persistent |
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