Re: Reverse Missiles - Can you dodge?
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Re: Reverse Missiles - Can you dodge?
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Re: Reverse Missiles - Can you dodge?
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*starting anything with a phrase like that makes it seem pretty suspect, but it does seem ambiguous and open to interpretation of what is supposed to be going on |
Re: Reverse Missiles - Can you dodge?
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Re: Reverse Missiles - Can you dodge?
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So again... if I fire an arrow at a someone protected by Reverse Missile and I miss, it seems strange that the "area of effect" and mechanics involved in "reversing" the missiles are such that my missile isn't just... well... reversed back at me. I may have missed the subject of the spell, but if I still hit the area of effect, my missile should be reversed to follow its previous path right back at me... shouldn't it? |
Re: Reverse Missiles - Can you dodge?
Even if it does follow its original path back to you, why would that guarantee damage (that is, no defense to the hit is allowed)? The shooter might well have moved by that point. Characters in combat are always moving. Also, the original hit might not have succeeded versus the target's defense, either -- and one valid way to interpret that is that the GURPS "hit" wasn't an actual contact of the missile. Similarly, neither is the return hit.
Or to argue in magical terms, the spell basically just symbolically replaces the caster with any shooter for the purposes of a ranged attack, so the shooter is really shooting at himself. The magic makes things such that that's the net effect. The exact physical details aren't even important for the similarities and correspondences involved. The only hit that gets rolled is the one versus the shooter. |
Re: Reverse Missiles - Can you dodge?
Use the rules for the Reflection enhancement for Damage Resistance (p. B47); namely, "The attacker doesn't get an active defense against the first attack you reflect back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works vs. direct hits! It cannot reflect damage from explosions, fragments, poison gas, or anything else that affects an entire area." Reverse Missiles is specific protection against ranged attacks that trace a line from attacker to subject, and once it's no longer a surprise, the returned attack is no easier or harder to defend against than the original attack would have been.
In particular, note that "hit" in GURPS very often means "the attack roll succeeded." It doesn't say anything about defense rolls, DR, etc. |
Re: Reverse Missiles - Can you dodge?
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Re: Reverse Missiles - Can you dodge?
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This seems inconsistent with how I would expect things to work, unless there is some bizarre cosmic "fairness" law that states "They weren't trying to hit you, so we won't hit them!" If the spell just takes any incoming "missile" and "reverses" it, shouldn't it simply be a matter of something hitting the spell's area of effect versus not hitting it? An arrow that whizzes by your head (unless the effect of the spell extends out that far) shouldn't go flying back. If someone is firing from a moving position, the missile should fly back to where it originated, even if the firer is no longer present. |
Re: Reverse Missiles - Can you dodge?
You get a dodge vs. bullets in GURPS because you are moving in a way your enemy cannot predict. If he's behind you or otherwise has the jump, it's assumed that he can predict you; otherwise, you may dodge. In the case of Reverse Missiles, you get to dodge because you are aware of the foe – you're shooting at him, after all! Your movement is therefore assumed to be evasive with respect to him; it isn't as though you wouldn't get a Dodge roll if you both had pistols and he shot 1/100 of a second after you did. An attack returned with Reverse Missiles is essentially indistinguishable from that case. Perhaps most important, the bullet has a finite travel time to and then back from the person with Reverse Missiles, during which time you may well budge . . . and of course you and your target don't have the same exact shape or profile, so a hit on him may well barely graze you.
As for misses, the idea is that for the sake of drama, you treat all misses as near-misses: hair-parting grazes, last minute flinches, etc. They would've hit but for random bad luck. The effect extends at most to the target's hair, clothing, etc. so that this can happen. Wide misses with more air between them and the target don't occur ". . . because magic." |
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