Re: Reverse Missiles - Can you dodge?
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Re: Reverse Missiles - Can you dodge?
Targeting a hex with an area-effect or explosive attack gives a +4 bonus to hit a hex. It's not precisely apropos, but you could say that if you miss by 5+, you miss so badly that you don't trigger the spell.
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Re: Reverse Missiles - Can you dodge?
Misses in GURPS are near-misses in almost all cases. I'd be extremely reluctant to hang a specific margin of failure on it. A miss by just 1 can still hit the target when attacking the eye, skull, face, groin, neck, or vitals; as DouglasCole says, a miss by 4 is canonically still in your hex; and even a miss by 9 when targeting the eyes (-9) might mean "just whizzed by the side of the head," because if you hadn't aimed there, you would've hit. Also, hitting the wrong target is restricted to a one-hex-wide strip for an arbitrarily large miss . . . if you have modified skill 6 and roll a 15, your miss by 9 still travels down a 3'-wide corridor mostly filled by you would-be target, meaning it zipped past mere inches away from a linebacker-sized warrior in armor. The exception is scatter, which only applies to attacks on areas with the sorts of weapons that don't attack point targets in the first place.
For most purposes, letting Reverse Missiles reflect misses isn't saying anything extravagant about the spell's area of effect. The difference between "me" and "me and an inch-wide fringe wide around me" covers a margin of failure of up to 9. It's really no different from saying the spell protects your gear as well as you. |
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