Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-06-2017, 09:32 AM   #21
Varyon
 
Join Date: Jun 2013
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Donny Brook View Post
You have to have a sprig of jimson weed in contact with your skin.
Seeing as the primary uses of Jimson weed are to cause hallucinations and render patients unconscious (as a low tech anesthetic), I'm going to put this strictly in the "cinematic" category.

Quote:
Originally Posted by Hellboy View Post
The total -40% here is equal to (Limited, Light, -40%) mentioned on Powers 130/146.
That makes it a defense against light-based attacks - lasers, flashbangs (at least the flash part), blinding flashlights, etc. That's not a defense for a realistic human.

Quote:
Originally Posted by Hellboy View Post
P123 (Biological Energy) P129 (Kinetic Energy) or P134 (Teleportation) give options for -10% power modifiers: Super for -10% (all) Biological/Chi (BE) Elemental (KE) Magical (T) or Psionic (B/T)
Realistic humans don't have super powers. Why are you looking at Power modifiers?

Quote:
Originally Posted by Hellboy View Post
Do you know where All Out Defense Only -20% could be found?
Post #4, where I made it up, and made no attempts to disguise this fact.

Quote:
Originally Posted by Hellboy View Post
-20% seems a bit light for 1 foe...
Again, post #4, where I made up and defined the Limitation. It pretty clearly isn't "One Person," which has been discussed elsewhere on this thread and is worth -80%.

Quote:
Originally Posted by Hellboy View Post
Powers 11 based on B61 doesn't mention it's limited to realistic characters.
It requires the two abilities be different "modes" of a single ability, and humans don't have abilities like that.

Quote:
Originally Posted by Hellboy View Post
Mentally focusing on preparing for dodging or parrying seems like a realistic idea for selecting enhanced dodge or enhanced parry as alternative abilities.
In GURPS, those are called All Out Defense, with the choice of either Dodge or Parry. Needing to define which defense you intend to use - and thus taking a penalty to use anything else - might be an appropriate Disadvantage/Quirk for a character who isn't very good at fighting.

Hellboy, I think we really need you to define what you consider a "realistic human," because you're throwing out a lot of ideas that aren't even in the same quantum as reality.
Varyon is offline   Reply With Quote
Old 04-06-2017, 09:46 AM   #22
Donny Brook
 
Donny Brook's Avatar
 
Join Date: Aug 2014
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Varyon View Post
Seeing as the primary uses of Jimson weed are to cause hallucinations and render patients unconscious (as a low tech anesthetic), I'm going to put this strictly in the "cinematic" category.
I don't think it matters what it is. I could have said saffron, or brass filings, or anything that fits the "common" category.

Edit: ... I forgot OP said 'realistic'.

Last edited by Donny Brook; 04-06-2017 at 09:50 AM.
Donny Brook is offline   Reply With Quote
Old 04-06-2017, 09:48 AM   #23
Varyon
 
Join Date: Jun 2013
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Donny Brook View Post
I don't think it matters what it is. I could have said saffron, or brass filings, or anything that fits the "common" category.
I'd point out that the thread is meant to be about realistic options, but recent posts by Hellboy make me think I'm mistaken on that point...
Varyon is offline   Reply With Quote
Old 04-06-2017, 01:49 PM   #24
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Enhanced Dodge 1 -80% [3]

I am going to say this again, anything both that limited and realistic is probably either better off as a perk, or is something anybody can already do anyway.
sir_pudding is online now   Reply With Quote
Old 04-07-2017, 12:32 AM   #25
Hellboy
On Notice
 
Hellboy's Avatar
 
Join Date: Aug 2006
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Varyon View Post
In GURPS, those are called All Out Defense, with the choice of either Dodge or Parry. Needing to define which defense you intend to use - and thus taking a penalty to use anything else - might be an appropriate Disadvantage/Quirk for a character who isn't very good at fighting.

Hellboy, I think we really need you to define what you consider a "realistic human," because you're throwing out a lot of ideas that aren't even in the same quantum as reality.
Dodging is clearly a mental thing, why feints penalize it, how focusing in defense or offense can benefit or hinder it.

I look at Alternate Abilities more in his they function. A 1 second ready maneuver to shift mindsets on how you apply learned abilities does seem realistic.

Someone with enhanced parry and enhanced dodge learned on their own can use both in the same turn. Perhaps as all out defense double, or against multiple attacks.

The 1/5 cost is an inability to do that. You can only use what you turn on.
Hellboy is offline   Reply With Quote
Old 04-07-2017, 08:53 AM   #26
Varyon
 
Join Date: Jun 2013
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Hellboy View Post
Dodging is clearly a mental thing, why feints penalize it, how focusing in defense or offense can benefit or hinder it.
Those are true of all defenses, and while there's always a mental component, defenses are primarily a physical action. You can't think a sword into not hitting you - you've either got to put something in the way (Block/Parry) or get yourself out of the way (Dodge).

Quote:
Originally Posted by Hellboy View Post
I look at Alternate Abilities more in his they function. A 1 second ready maneuver to shift mindsets on how you apply learned abilities does seem realistic.
Shifting mindsets from, say, working on a grant proposal and talking to the student who just came into your office takes a moment. Changing from intending to Dodge to intending to Parry is a more-or-less instant decision (making the switch after you've committed to one will screw you up, but that's more an issue of physical movement and human reaction speeds). It's not something that's realistically going to work by the Alternate Advantages mechanics.

This is part of why I said we need you to define what you consider realistic. If you see this a realistic, then it's an option in your games, but don't expect to be able to use it in anyone else's campaign, at least if such is being defined as realistic.
Varyon is offline   Reply With Quote
Old 04-08-2017, 08:48 PM   #27
Hellboy
On Notice
 
Hellboy's Avatar
 
Join Date: Aug 2006
Default Re: Enhanced Dodge 1 -80% [3]

It is realistic to have someone just focused in "I'm in my parrying stance, I will try to deflect all things" and need to take a moment to get out if it and be "I'm in my dodgy stance, I will not try to deflect anything with my arms".

I don't recall if there is a way to amplify the time it takes to switch between alternate abilities. If so that could also be good.
Hellboy is offline   Reply With Quote
Old 04-08-2017, 10:58 PM   #28
Varyon
 
Join Date: Jun 2013
Default Re: Enhanced Dodge 1 -80% [3]

I think I've sufficiently stated by stance on realism here, so I won't keep beating that dead horse.

Quote:
Originally Posted by Hellboy View Post
I don't recall if there is a way to amplify the time it takes to switch between alternate abilities. If so that could also be good.
Nothing official that I know of, but you might get some mileage out of this. To increase the time needed to switch between AA's, you'll be adding Takes Less Time (as an Enhancement, rather than a Limitation) to the discount you get for making the set an Alternate Ability. That thread should answer any questions you have on that topic; if not, feel free to ask there or here and I'll try to answer if I can.
Varyon is offline   Reply With Quote
Old 04-09-2017, 06:15 PM   #29
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Donny Brook View Post
Enhanced Dodge (Preparation required (1min) -20%, Trigger (common)-20%, Limited Use (4/day) -20%, Aftermath (low empathy) -10%, Unreliable 14-, -10%. Net -80%)
Not realistic at all
KarlKost is offline   Reply With Quote
Old 04-09-2017, 06:24 PM   #30
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: Enhanced Dodge 1 -80% [3]

Quote:
Originally Posted by Hellboy View Post

Powers 11 based on B61 doesn't mention it's limited to realistic characters.

Mentally focusing on preparing for dodging or parrying seems like a realistic idea for selecting enhanced dodge or enhanced parry as alternative abilities. P11's optional rule specifies needing a ready maneuver to switch between them, which basically means dodging/parrying in the same turn could not benefit from both.
Thats because realistic HUMANS don't have abilities, because humans don't have POWERS (only Wild and MUNDANE advantages).

Besides, realistic machines CAN have Alternate abilities (as does "realistic" Cyborgs or more fantastic beings from fiction)

And no, Meditation that improves Dodge is not realistic.
KarlKost is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:36 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.