Reverse Missiles - Can you dodge?
Can you dodge reverse missiles?
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Re: Reverse Missiles - Can you dodge?
The description doesn't say no active defense is allowed, so, low-tech weapons should be possible to dodge. Bullets, however, will ruin your day.
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The real question is, does the attacker also have the shield up? ;) |
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I was just thinking. Logically, using Reflection rules from DR, it makes sense someone could dodge a bullet at them because they can determine where it's going to go. I don't know that a spell would follow a physics determined path to allow dodging once reversed... then again, could just be assumed it does for the sake of allowing defenses.
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There's a case where I'd let a shooter try to dodge an unexpected Reverse Missiles. If you have and are using the Tracer Eyes perk (Tactical Shooting p41) and the range is great enough that the bullet will take a half-second or so to return, diving for cover seems plausible.
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I have to ask, because apparently the RAW is still the same as from 2e Magic (which is to say 3e GURPS) there was something that never made sense to me but it rarely came up in play so I just went with it.
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If the attacker misses his "to hit roll", then isn't he missing the target protected by Reverse Missile and thus the Spell never "activates" against that particular shot? Even in if the attacker missed a roll against a different target, crashing into Reverse Missile by accident, the spell should return the shot along the path from which it came, in which case the original target should risk being hit (if still in the line of fire) and then the attacker should still risk being hit (again, if still in the line of fire). I know it is "magic", but it strikes me as more complicated to have the Spell work in any fashion but reversing the missile and sending it back along the path from which it came at (roughly) the same speed at which it hit the Reverse Missile effect. |
Re: Reverse Missiles - Can you dodge?
I can't find my copy of 3e magic at the moment, but IIRC it specified that you couldn't dodge the first reflected shot, but you could dodge subsequent reflected shots (why you are continuing to shoot at someone with reverse missiles is not addressed).
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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 |
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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. |
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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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Am I close? |
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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