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Old 05-28-2014, 09:54 AM   #11
Otaku
 
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Default Re: GURPS 4E: Jumping on the enemy's head

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Originally Posted by Gollum View Post
Second, this is still an attack. The PC can try to kick the giant to improve the impact. So, the player makes an attack roll (a kicking one) and if it is a success, adds his kicking damage to the falling one.
I know this is me bringing up out of date, 3e rules again, but in the 3e edition of GURPS Martial Arts, p. 109 features a Technique (referred to as Maneuvers in 3e) called "Swooping Kick". Was there any sort of update for 4e? If not, we could probably computer a more generic version of the Technique for those simply diving down from a higher position to attack a lower one.
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Old 05-28-2014, 09:57 AM   #12
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Default Re: GURPS 4E: Jumping on the enemy's head

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I know this is me bringing up out of date, 3e rules again, but in the 3e edition of GURPS Martial Arts, p. 109 features a Technique (referred to as Maneuvers in 3e) called "Swooping Kick". Was there any sort of update for 4e? If not, we could probably computer a more generic version of the Technique for those simply diving down from a higher position to attack a lower one.
Well, now that you mention it, 4e does. Both Stamp Kick and Attack From Above might have some relevance here.
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Old 05-28-2014, 10:12 AM   #13
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Default Re: GURPS 4E: Jumping on the enemy's head

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Well, now that you mention it, 4e does. Both Stamp Kick and Attack From Above might have some relevance here.
Stamp Kick was also in 3e; it too would seem relevant. "Swoop Kick" was probably more a matter of "short handing" damage calculation for a literal "flying kick" than anything else and was designed to carry the attacker past the target after striking. If 4e tackled how weight and size should affect Stamp Kick, it probably has some relevance.

I was just reminded of Dropping and Throwing. They may be of some relevance as well; the difference is instead of using something else, you're the "projectile".
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Old 05-28-2014, 10:28 AM   #14
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Default Re: GURPS 4E: Jumping on the enemy's head

Skull DR to be modified by +/- 1 per +/- 2 Size Modifiers. Does that sound reasonable? Minimum DR 0, of course.
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Old 05-28-2014, 12:13 PM   #15
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Default Re: GURPS 4E: Jumping on the enemy's head

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Skull DR to be modified by +/- 1 per +/- 2 Size Modifiers. Does that sound reasonable? Minimum DR 0, of course.
I think that works fine. Another way would be to have it scale with HP.

Something like Skull DR = 1+(HP/10), rounding down.
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Old 05-28-2014, 02:15 PM   #16
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Default Re: GURPS 4E: Jumping on the enemy's head

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I think that works fine. Another way would be to have it scale with HP.

Something like Skull DR = 1+(HP/10), rounding down.
That gives minimum Skull DR 1, even though some creatures have skulls that probably aren't well enough reinforced to qualify for said DR. If we need a quick and dirty rule, go for it, but frankly skull DR should probably just be a case-by-case basis; not every creature will have the same proportions for "bigger" variants. Maybe "giants" have disproportionately large or small heads, with Skull DR adjusted accordingly?
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Old 05-29-2014, 02:31 AM   #17
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Default Re: GURPS 4E: Jumping on the enemy's head

Isn't there a rule for that somewhere, like in Biotech (I have to buy it)?

If there is not, I would go for HP/5, rounded down, to make very little creatures like mouses and birds have no skull DR at all. I doubt that a mouse's or bird's skull is harder to run through than human's abdominal muscles...

Or, to make things even more simple, something like Skull DR = 2 + size modifier/2 (rounded down).
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Old 05-29-2014, 03:01 AM   #18
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Default Re: GURPS 4E: Jumping on the enemy's head

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If we need a quick and dirty rule, go for it, but frankly skull DR should probably just be a case-by-case basis; not every creature will have the same proportions for "bigger" variants.
Of course! As you said it, it all depends on the creatures too and has to be handled on a case by case basis. A giant slug, for instance, wouldn't have any skull DR, despite of its huge size and Hit Points...

Last edited by Gollum; 05-29-2014 at 04:23 AM.
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Old 05-29-2014, 03:42 AM   #19
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Default Re: GURPS 4E: Jumping on the enemy's head

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I doubt that a mouse's or bird's skull is harder to run through than human's abdominal muscles...
Small predators like cats and ferret bite through mouse skulls all the time. I love my cat, but a muscular powerhouse he is not...
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Old 05-29-2014, 09:20 AM   #20
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Default Re: GURPS 4E: Jumping on the enemy's head

I'd call it a Stamp Kick (Martial Arts, pp. 80-81), which defaults to Brawling-3 or Karate-3. Here, specifically, I'd allow a default to DX-3 or Acrobatics-3 as well. This would certainly be subject to Attack from Above (p. B402): an extra -2 to hit and an extra -2 to the victim's defense. A hit normally does thrust+1, plus skill bonuses. I would replace thrust with the attacker's base falling damage, if higher, before adding the +1 or any bonuses.

As for damage sustained by the attacker, I would use normal falling damage. I absolutely would permit Acrobatics to reduce this without reducing damage to the victim – a valid tactic for dissipating the energy of a fall is to deposit it in whatever you land on, after all. And as has been pointed out, there's no special need for symmetry here – generally, the attacker is control of the body part used to strike, what it hits, and how force is concentrated. I would, however, look at the "if you miss or your target successfully defends, you fall unless you can make a DX-8 or Acrobatics-4 roll" rule from Flying Jump Kick. I think I would give -4 to any Acrobatics roll the attacker makes to reduce damage if the kick fails to connect for any reason.

I wouldn't absolutely require All-Out Attack (Strong) or a shout of "Banzai!", "Geronimo!", or "Kowabunga!", but it sure seems to fit.
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