should a "Ricochet" attack using boomerang be possible in realistic games? how hard?
I was watching the OP for Batman TAS and of course when he disarms a pair of gunmen using a single Batarang this got my GURPS wheels turning...
https://youtu.be/MhdZtFWyZGo You don't actually see Batman catch his batarang so it doesn't contrast with B226's Thrown Weapon: Stick. LT72 says "returning versions are unsuitable as weapons and in any event wouldn’t return if they hit." but we're not actually talking about returning to the thrower, just hitting a 2nd target in an adjacent hex after bouncing off the 1st. The best I can think of is using P166's optional rule for Ricochets but it's defined as a non-realistic rule to emulate comic-book physics. If taking a "Batman is realistic he's just a skill god" approach I'm wondering how much tougher than "-2 per bounce" you should be when using this rule. I was thinking maybe something like when using the speed/range table, instead of just adding the 2nd distance (between thugs) maybe you should progressively double the distance of each extra step? So for example if it was 3 yards to the first thug, 2 yards between 1st and 2nd, 1 yard between 2nd and third, you would do 1*3+2*2+1*4 = 11 yards, instead of just treating it like 6 yards. - - Also regarding what Batman does immediately after... does that seem like a Flying Tackle where he used Breakfall to turn the normal result of a Flying Tackle (you fell on the ground) into just a Crouch? I'm thinking the way Batman goes on the defensive (dodges 3 punches: a left cross, a right upper, then another right cross; Batman does a left uppercut to the body to Stop-Hit the guy's 4th punch, a right haymaker) that maybe he's doing Evaluates to regain some Action Points? |
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My two cents, from a similar discussion of Captain America's shield:
http://forums.sjgames.com/showpost.p...8&postcount=19 Running a Batman with strictly real-world rules gives you a corpse in a funny suit. |
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(Humorously, The Adventures of Dr McNinja take place in a cinematic setting. It's indicated to be a worldline that exists at the intersection of our own mundane world and The Radical Lands, a world of over-the-top cinematics. So a weird mix of mundanity and cinematic awesomeness suffuses the world, creating... interesting effects.) |
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- Originally I made the shield a gadget with a ricochet or multiple target IA. Effectively the "return to hand" was a special effect. - My preferred approach now is to use Imbuements. Cap and Thor use Project Blow so their weapons "return" at the end of the turn. Batman can explain any number of tricks as throwing batarangs (Annihilating Weapon + Telescoping + Extra Attack or Rapid Strike in this case). |
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Now if you want to replace the word "realistic" with "cinematic," then by all means toss in whatever Enhancements/caveats one pleases. |
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Bear in mind they are rotating and aligned mostly parallel to the ground and rely on that to generate lift. If you interfere with that (by hitting something) it tends to randomly.go somewhere very close with not much force and fall to the ground. Particularly if it strikes against the rotation. It's not that it won't bounce, it's that it is not controllable or predictable, and usually doesn't have much energy left. A deliberate ricochet would be very, very hard because of the rotation - you can't know which part of the boomerang will hit first. |
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Thor does lose access his hammer quite often even though it's usually not stolen. It functions more like equipment than he usually has than an intrinsic power with a hammer effect. We had a thread about gadgets that can be taken from you or that you might have to surrender voluntarily. The net result was that's worth about -10%. |
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As far as "not much force", Batman probably throws it super-hard compared to us, so he'd have more left over. A bigger question might be "does the burglar drop his gun so easily that the gun doesn't provide enough resistance to bounce off". You'd need to predict the firmness of the grip to figure the bouncing angle since how the gun shifts in response to getting hit can alter that angle of ricochet. Quote:
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I might have a gadget that is "requires IQ roll, hard to use -12" that's largely unusable by average people who aren't geniuses like my char... but there isn't really any 'requires ST roll' limitation like for other attributes. Also something like "required disadvantage" for his Code of Honor? |
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Plane - the question posed was "realistic". The answer is "no".
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If the question is not about realism, but about how one could model such a thing via obscene skill levels...
Call it -10 per bounce. |
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The aerodynamics of a bullet are nothing like a boomerang. |
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there's less in the way of batarang delay though |
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There's a lot of ways to do this in GURPS. Area Affect on innate attack, Throwing Art Rapid Strike, wildcard points from Ninja! etc.None of them should actually pay any attention to the actual physics here, because Batman. |
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If he can guarantee that outcome and predict where the gun will be held, and where the 2nd gunman will be holding his gun (ie they're both going to be pointing the gun at him, obviously) it seems like he should be able to know how that rotation from right-wing to pistol-barrel is going to spin off to the next guy? |
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May I ask why you even bothered to ask this question if you were unwilling to accept that the answer is "no"? |
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Even if he just throws it without hitting anything, it won't return in most situations. Real returning boomerangs require a huge amount of space and even experts have trouble getting them to come back to their point of origin.
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When a boomerang is flying it rotates a lot faster than it moves. It has to for the side that is rotating opposite to the gross motion to produce lift (the fact that it produces less lift than the side rotating forward is what makes the boomerang's path curve in the air). The result is that when a boomerang collides with something it does so with a tip, and the collision checks the rotation. Which is why boomerangs stop flying when they hit something, and fall to the ground not far from the point of collision. The thing that happens in the OP's cartoon show is not realistic. Quote:
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Batman may be thinking that, but Batman isn't real, and can't be real. It's fundamentally a poetic license to do "badass" imaginary stuff. Quote:
In GURPS, it's most straightforward to do it with cinematic (etc) mechanics. It's probably comparatively painful to do it with "just" very-high skill levels. And you're welcome to do it that way. Doesn't make it realistic (doesn't make those super-high skill levels realistic, either). |
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GURPS is generous when it comes to success and damage of thrown rotating weapons, because it's below the granularity of the system to deal with this, so it's abstracted into a simple mechanic. That's good - it fits the system and it works and lets people have fun. It's still generous. |
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Like for example in this dribble pass: https://giffiles.alphacoders.com/561/5616.gif Quote:
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If that somewhere could include hitting a 2nd gun, then it would be possible. If it's possible then there are variables an expert might adjust to make it more likely to happen. Batman and many DC fighters are obviously meant to be higher skill than the best fighters on our earth. I don't think someone being higher skilled than IRL necessarily means "unrealistic" though. Realistic to me just means "no supernatural or exotic stuff" and "no rules that make difficult things too easy". Quote:
You can say for example it's "unrealistic" to shoot a Falcon flying at max speed (Move 24) in the eyeball but it's technically achievable in a "realistic" using -9 hit location, -4 SM, -7 speed/range, for a total of -20 to hit. You just need skill 30ish with your gun :) For it to be "realistic" to have skill 30 with your rifle then you'd prob use B294's "Maintaining Skills" requiring it to be used once per day 'in the field' (or 1 hour study outside the field) to avoid the IQ check to see if you lose a level. Batman, who we know actually has trained to use a gun (forget the name but trained w/ some sniper while becoming Batman) probably doesn't have it beyond skill+10 since there's no way he shoots a guni n the field daily (and def wouldn't have time to train an hour per day with it) He might in theory have it at skill+10 though since that only requires practicing once per 6 months, which he probably does with all his skills. |
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Batman is a ninja with TBAM. He can use Rapid Strike with Throwing Art.
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Harking back to another comment you made about a boomerang bouncing and saying the rotation would bounce back. At that point the boomerang falls to the ground. I don't know if you've ever thrown a boomerang? If they aren't rotating, they are utterly useless when thrown. Worse than a straight stick in many ways. Even a proper hunting one (not one designed to return). Quote:
Anyway, this is dragging on. You want it to be realistic. Everyone has offered an opinion saying it isn't. GURPS isn't reality. It's not a simulator. It has a defined granularity and uses abstractions to enable its core mechanics. It can be reasonably realistic if that's what you want, to a certain scale. It can be completely unrealistic if that's what you want, to a certain scale. It's your game, and calling it realistic is 100% OK if that's what you want to do :-). |
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I was thinking that something along the lines of MA136's Extreme Dismemberment would be closer. Like instead of the 1st limb providing cover DR for the 2nd limb, you subtract the damage you do to a 1st target (force loss) from the damage done to the 2nd target. That damage can't be enough to destroy the limb (otherwise it wouldn't bounce off) but instead whatever force is lost by hard DR (like metal) subtracting from it. Like if basic damage isn't resulting in actual destruction of matter (reducing HP) then that force (negated by the DR) has to go somewhere... like in flinging the attacking object in another direction. IE the whole "bullets bouncing off of Superman and hitting bystanders" type situation, instead of the whole "they flatten out, losing all their force, dropping slugs at his feet with no risk to anyone" Whether you get dangerous deflections or non-dangerous drops I think could depend on whether it's a head-on hit (all force goes into Superman's DR and reflects into flattening the bullet itself) or an angled one (bullet retains some of it's force as it angles off a curved part of Superman). Excerpt in the Batman scenario, the gun with steel DR 3 or whatev is Superman, and the Batarang is the bullet. |
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Why did you bother to ask this question, given that you won't accept our answers and don't care what we reply? If you think we don't know and are making it up as we go, why ask? Why argue? Farmer and I, and I expect DanHoward too, have made and thrown boomerangs. We aren't answering without knowledge, and we don't find groundless suppositions and speculations informative. You asked "is it realistic?". My answer is "no, it is unrealistic". Believe me or don't believe. Either way I'm done with arguing. |
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Basically I think the ricochet is possible but I'm asking how much harder the cinematic ricochet rules should be made in non-cinematic applications, since the Powers rules for ricochets didn't seem realistic enough. It's a matter of increasing the penalty and establishing impossibility via soft-cap instead of hard-cap. |
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The basic problem you'll have is that, if you start applying 'reasonable' penalties, there are much easier solutions that are within Batman's skill set, such as 'throw two batarangs at once'.
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One thing I thought of was how you can use a Dual Weapon Attack with both sides of a long reach-2 weapon like a staff, you could probably hit 2 guns that way. A thrown weapon isn't reach 2 so it doesn't work that way but maybe you could emulate it via techniqe adaptation? |
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MA127 is a good example where cinematic allows more than 2 attacks via rapid strike. This doesn't mean you can't do multiple attacks w/o this rule though, since you can do that by taking Extra Attack advantage. MA128 even moreso w/ Chambara's special rules like ignoring the halving for Jumping During Combat. Doesn't actually mean long jumps would be impossible w/o cinematic, just that they'd cost more. MA125 also defines sort of a middle ground too: most or all of the optional rules in this chapter that aren’tIf we're moving from cinematic > optimistic > realistic rules things become progressively harder and costlier to achieve. |
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Having skill higher than 25 or so (this would vary from skill to skill, etc) is probably meaningless to the point of impossible. This batarang trick is impossible. Curving bullets like the Wanted movie is impossible, though a GURPS supplement might define rules for doing it with a skill penalty... Case in point: Quote:
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Physically impossible certainly isn't something that can be overcome directly with higher skills. And while hitting something usefully with a ricochet might not be physically impossible, it's not something you can reasonably make more likely with greater skill. In a sense what you want isn't a bigger penalty, it's a more modest one with skill cap, along the same lines as a Wild Swing. If you're terrible, there's no hope at all, if you are good, there's a chance random stuff breaks in your favor. If you are fantastically amazing, well, being amazing doesn't actually increase the chance purely random stuff breaks in your favor, so you can't beat the skill cap. That may not be what you want, but that's more or less what people are telling you, and I think it's true for genuinely realistic ricochets, you simply cannot be good enough to predict how something this complex is going to bounce off a random surface. There is one exception though, if you stand a fixed distance away from a surface you have prepared and tested before, you might be able to get the [same] bounce more consistently, so if you set things up so that particular higher probability trajectory would hit the target.... Crazy prepared characters like Batman or Xanatos might be able to sell that as non-cinematic in specific cases. You couldn't do it in a random fight, but for a rehearsed scene or circus act, well, maybe. |
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You might as well ask what penality a normal human in a realistic setting would have to spontaneously fire laser beams out of their eyes. |
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I might conceivably for example throw a left-handed "outside curve" with a tennis ball so that it bounces off the right side of the jaw of a gunman in my front-right hex so it ricochets off sideways and hits his buddy in my front-left hex. I lack the skill to probably even attempt that at skill 3 so it'd be like an automatic miss, but I bet Batman could try it at skill 4 or 5. Quote:
I'm not sure where but I think I remember someone coming up with some kind of "stuff you could realistically predict" limitation for precog. Or maybe I'm thinking of a skill? Even "Danger Sense" and "Empathy" are mundane advantages allowed to normal humans in GURPS even though both seem supernatural to me. Quote:
MA78 has "Return Strike" for example for the Kusari/Flail. I could see something like this adapted to emulate something like "I throw a tennis ball to miss my opponent and it bounces off the brick wall behind him and then comes back and smacks him in the neck". Quote:
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There should probably be some kind of skill like "predict what attack my foe will launch next" which you can roll against (yeah sometimes you're wrong) and if you pass you can consistently set stuff up like that. Quote:
I'm sure Bruce Wayne plays stuff like that, to keep up yuppie appearances and also learn to improve his hand-eye coordination. A squash ball obviously ricotchets in a more predictable way (and keeping more force) than a batarang, but you still get that hole "how to throw things at a surface" The way he analyzes crooks their jaws as they draw guns probably seems like a stationary wall. We have to keep in mind this is a guy who managed to Fast Draw and fire before Darkseid's Omega Beams hit. Quote:
A more important question might be something like "would a goon's grip ST on his gun be high enough that enough residual force could exist to launch the batarang at the next guy". That could be a self-limiting thing, like maybe it could be possibly to bounce a batarang off a wall to hit a gun, but not bounce off a gun to hit another gun, simply because people don't hold guns rigidly enough to create adequate ricochet force? |
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Here's a list of just a few of the issues (which have probably been brought up, but I didn't see all of them on a quick scan): - Human senses aren't sharp enough to provide the information necessary to calculate the shot. You would need super senses unless you're doing it in a controlled environment where you could figure that out over time. - Even perfect information is only accurate if your target is static. There's an unavoidable time between the throw and the hit where the deflection angle will change if the target moves (breathes, twitches, vibrates, etc) even the slightest bit. Racketball and basketball bounces take advantage of lots of practice against stationary flat surfaces. That is a known environment (usually with marked off distances) with an easy to hit target (surfaces) that can't move. Even so, many of those bounce shots still don't go where they are intended when performed by the best athletes in the world. |
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I'm not sure how heavy batarangs are, but we know Batman is strong enough to throw some pretty heavy ones if he wants to. These would have a a lot more momentum so if they hit a light pistol (which has little inertia) maybe they could just keep going if the guy didn't have a secure grip on it? You're probably not going to have a death grip on the pistol since if you have safety training you'll do the whole "finger outside the guard until you've spotted your target" so that could be a vulnerable time where you can't apply full ST to resist disarming from a surprise attack (ie you don't see the batarang drawn, it's thrown too quickly, or even if you see it coming you doubt it'll hit your gun) You see for example when this guy cuts an apple with a boomerang (I assume a sharpened one?) at https://www.youtube.com/watch?v=a1KpVMvpZMI that it keeps going, probably because due to the sharpness little force was needed to proceed (would be different w/ blunt boomerang) Basically it might take less force t cut through something and keep an edged/cutting weapon moving, than to create enough knockback to launch it out of the way (depending on sharpness, maybe armor divisor for Cover DR?) In the case of Batman, he did not cut through the guns meaning he'd have to knock them out of the way if we're taking the "it continued it's original path, slightly slowed down" approach. Maybe this doesn't require knocking back the entire gun through (like if you hit it at center of mass) since if it managed to angle the arc where it hits the tip of the barrel, you get the leverage of the barrel helping you twist it out of the way and out of the guy's hands? IE smacking just beyond the trigger finger (bad leverage) vs smacking the barrel in terms of the force amplification it would put on someone trying to retain a rifle. Quote:
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There is no absolute "I have so many levels of ATR that you are stationary" in GURPS, we could only do penalties and maybe give him 30x Time Spent (+5 bonus) in a single second for having ATR 30, for example. Whatever bonuses Flash might get for Time Spent, Batman might get by just having an inherently higher skill level. |
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He's a ninja with Throwing Art and TBAM. He can also just do ranged disarms.
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https://www.youtube.com/watch?v=Dj3NuBjQSlw btw here is film showing residual force after hitting a tree vs a riot shield, seems like there could be enough left over to whack a 2nd guy's hand and make him drop his gun too |
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Game mechanically it's a trivial thing to combine rapid strikes and disarms. |
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I think Batman just threw his boomerang towards them and they were so scared by him that they dropped their guns.
Which might also be a cinematic use of Intimidation, but is possible with a critical success/crit fail. |
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Loads to unpack here. I'd start by advising against using the word "realistic" when you mean "not using supernatural abilities" - the default reading is "can this be done in the real world", to which the answer is no.
So, the next question is "is this possible to do with arbitrarily high skill levels?" That is, do the physics allow it to work in an ideal situation at all. At first glance the answer is yes, since the batarang once connecting with something has to go somewhere. That said, I don't believe enough momentum will remain in something as oddly shaped as a batarang to do more than drop to the ground maybe a foot away. It could be an interesting bit of math to calculate the odds - I'd start with studying the law of conservation of momentum. Lastly, there's a lack of anecdotal evidence. If it's never been done in a controlled experiment as a party trick, I'm not sure it could actually be done. Cause it would be an awesome party trick. |
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The barrier to precision ricochets isn't really about speed, it's sensory or calculational. You need to control the exact points and angles of contact between the two objects. If they are irregular (and even [microscopic] irregularities might matter) you have to be able to detect those irregularities and control the exact orientation of contact (which for something as asymmetric as a batarang means also being able to see the variations in the air it is travelling through) to compensate for them. And that assumes that's possible at all. Which it often isn't, no amount of skill will let you stand on the freethrow line, hit a basketball backboard and have the ball "bounce" into the team bench, it just isn't possible to deviate that much from the angle of incidence equals the angle of reflection. Edit: Incidentally the reason we accept that cinematic heroes can bounce a bullet off of something and hit anything depends on our experience that bounces off irregular surfaces are basically random. For the simple case, we know you can only hit specific spots. If you bounce a basketball pass off the gym floor, or a laser pointer beam off a small mirror for example, you know there are only certain places it can go - you can only hit targets you can see reflected in the mirror for example. But when Xena bounces her chakram off of a rock or pillar or enemy's armor and it flies off at some impossible angle, we'll accept it *because* we expect bounces off of irregular things to be so random we can't predict them, so no angle actually seems ridiculous to us. |
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Perhaps that count somehow be one of the variables? Quote:
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IMO in the real world we just don't have Batman-tier boomerang throwers, the guys who do it have lower skill levels than Batman Quote:
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This is actually one of the general problems with GURPS rules for melee weapons: it's actually possible to change your attack angle mid-attack to adapt to the target's behavior, so melee weapon combat should probably be a quick contest. Quote:
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Those details usually aren't important, because usually you're sending all the energy to that target and you don't have to worry how hard he's holding something or if he has some momentum going on. You also don't have to worry about angles when you're just trying to hit someone. Those will change because humans breathe, twitch, and move in other usually insignificant unpredictable ways that normally don't matter. Trying to hit a precise spot on a randomly moving curved surface is a different ballgame. Skill can't help you with no predictable pattern. This isn't "leading a target" where your margin of error is where you predict your target will arrive along a predictable path. This is "how deep of a breath will he take" "will it sway 1/100th of an inch up, down, right, left, or in a twisting motion"? Will his grip adjust? ... and a thousand other variables, many of which couldn't be assessed visually, even if they weren't going to change in the next thousandth of a second. From a game perspective, any active defense your target is allowed also screws up any planning you did especially if it's successful. |
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Combat's minutiae seems random to us because we're sub-20 combat skills and can't read people like Batman. |
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Batman isn't real. Batman isn't realistic. Any benchmark against Batman isn't realistic.
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Note that using a less stupid object than a batarang might mean that fine scale randomness doesn't matter, a double disarm with reasonably bouncy ball is probably doable reliably enough to be clearly more than luck. |
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Or you know, he's a TBAM Ninja using Throwing Art.
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I for one think it shouldn't be easier than throwing 2 objects to disarm two guns, and that missing the first attempt would ruin the second. As for actual penalties... you're going for a double attack, so I'd start with a -6 for rapid strike, hitting a pistol is at a further -5, disarming it an extra -2 and then there are the range penalties. But this is with 2 objects, a single one ? No idea. |
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Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
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In a cinematic game, call it a Deceptive Throw (using the same -2/-1 as melee Deceptive Attacks) or Ranged Feint (MA121). |
Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
Quote:
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Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
Quote:
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Re: should a "Ricochet" attack using boomerang be possible in realistic games? how ha
Quote:
for a budget build, but I like the idea of adding Playboy! as well. |
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